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When I played archipelago the AI was also hopeless at anti-sub operations and I was able to sink literally dozens of ships (including a whole bunch of aircraft carriers) with four submarines, but that might just be because they randomly decided not to get destroyers.
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# ¿ Jun 2, 2014 16:11 |
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# ¿ May 15, 2024 06:57 |
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If you don't want an unrazable city then you can just sell/give it to someone who won't be able to use it effectively.
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# ¿ Jun 27, 2014 01:45 |
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Gort posted:Ideally for Industrial era onwards you'd want some kind of modelling of the results of unrest that isn't just "some barbarian military units spawn somewhere, air strike them until they're gone".
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# ¿ Jul 7, 2014 16:41 |
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It's harder to implement social policies in a dispersed empire than it is in a compact one. Doesn't seem too strange to me.
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# ¿ Jul 8, 2014 19:22 |
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The Maya are also regarded as a top-tier civ due to their early science boost, and their UA might be good for teaching you about great people (get a scientist first).
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# ¿ Oct 9, 2014 04:09 |
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Boatswain posted:Alright thanks fellas, I just read some stuff about specific cities so I figured I was missing something. Another question: How does specialists work and what should I do with them? All great people have a possible long term benefit and a short term benefit you can use them for. Which one is better depends on what stage of the game you're at, and how much you'd benefit from each of their abilities. - Great scientists can either be planted to create a unique 8 science per turn tile improvement or popped to give you a large amount of science right now (which is based on your current science output). Early on the tile improvement is clearly better because you have a long time to benefit from it, but later the science boost will be enormous and there won't be so many turns left in the game for the tile to matter. You can usually work out which would be better mathematically. - Great engineers can either build a unique production tile improvement or put a construction project to almost-finished instantly. I think these are generally best used to rapidly snatch a wonder or other difficult to get building, but maybe the manufactory would be useful if you're really struggling for hammers. - Great merchants give you money and influence with a city state. These are generally regarded as a bad thing to get (unless you're playing Venice) due to the fact they clash with the above two people and don't give you nearly as much benefit. - Great writers are sortof like a cultural great scientist - you can either create a great work (that gives tourism and culture) or pop them for a large culture boost. The culture benefit from a great work is relatively small, so I usually prefer the culture boost unless I'm going for tourism. - Great artist - you can either create a great work (same as above) or instantly start a golden age. I generally favour the golden age unless I'm going for tourism. - Great musician - you can either create a great work or "bomb" someone with a large amount of tourism at once. You probably shouldn't be producing these unless you're going for a tourism victory, if you are then the bomb is a great way to cut the cultural runaway down to size. I guess they're no worse than the other two if you're at a stage where you want great works.
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# ¿ Oct 11, 2014 01:23 |
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I like having a couple of city state puppets just to open up some more trade routes (I'm reluctant to go to war because that makes it much harder to trade). You definitely shouldn't go too crazy with them though because independent city states are your easy win button.AATREK CURES KIDS posted:Are Great Scientist tile improvements affected by +% bonuses, like the one from University?
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# ¿ Oct 11, 2014 02:15 |
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Gabriel Pope posted:Being able to acquire completely intact developed city states is awesome, too. The trick is to be really selective about which ones you absorb, though. Many city states are going to have mediocre potential at best and it's not worth giving up a possible ally for a crappy city.
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# ¿ Oct 11, 2014 02:54 |
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Gort posted:That's why you play with mods that make Liberty, Piety and Honour not-worthless. And of course there's always the pyramid pillaging exploit
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# ¿ Oct 13, 2014 15:15 |
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I wouldn't worry about your win condition, if you're doing well as Venice then it should be trivially easy to bribe every city state (which will give you enough votes to declare yourself King of the World, after having pushed through a bunch of hilariously self-serving motions). What problems has map generation been giving you?
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# ¿ Oct 16, 2014 01:51 |
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Cythereal posted:Either putting me in nothing but tundra and snow, or landlocking me by putting my "coastal" position on an inland sea. It's been both two of my four attempts so far.
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# ¿ Oct 16, 2014 03:07 |
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Both times I've been with him other civs have kicked his head in for me. I think the combination of city state competitiveness and warmongering makes him incredibly unpopular.
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# ¿ Oct 18, 2014 20:22 |
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I'm not sure if I really like the idea of a "limited" doomstack, it sounds like it would be just like Civ 5 only you have to spend more time assembling each unit.
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# ¿ Oct 30, 2014 17:11 |
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Maybe it's just the tanks all simultaneously malfunctioning and catching fire.
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# ¿ Oct 30, 2014 22:57 |
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I dunno you could probably hold onto your top city? The other two seemed hosed though.
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# ¿ Nov 4, 2014 22:40 |
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The Iroquois are pretty close to vanilla but they don't have any crippling penalties that would make them unplayable. e: I mean obviously having a worse workshop sucks but the amount of damage that does to your production is nowhere near that of "you only have one city". Irony Be My Shield fucked around with this message at 13:14 on Nov 11, 2014 |
# ¿ Nov 11, 2014 11:48 |
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I kindof like the idea of a civ that gets to keep forest tiles around to defend themselves, maybe it would work if they had some bonus to/some improvement for forests that let you avoid cutting them down.
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# ¿ Nov 12, 2014 06:39 |
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I guess there'd be some overlap, but as far as I can tell with Celts it's just a matter of leaving one forest next to your city up and ignoring it, making forests into an actual viable work tile could turn out differently.
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# ¿ Nov 12, 2014 06:49 |
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I've never seen any tier lists put America in the bottom category (although they are certainly relatively weak). I mean their bonuses don't do very much but +1 visibility does give you a minor advantage when it comes to exploration and warfare. There are obviously worse civs (like the Iroquois with their worse workshop) and I don't think they're anything special compared to the other minor upside civs like Denmark.
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# ¿ Mar 15, 2015 03:10 |
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The huge happiness penalties you get from your citizens wanting another ideology can potentially push players towards war too.
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# ¿ Sep 3, 2016 20:44 |
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# ¿ May 15, 2024 06:57 |
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It's kindof unclear whether the Civ AI is meant to be 'roleplaying' as an actual nation would or just trying to win the game like another player. They do a bit of both.
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# ¿ Oct 7, 2016 15:25 |