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Maguoob
Dec 26, 2012

DarthBlingBling posted:

Actually it's a bug, you can fire them both from the city sometimes and then on the next turn one of the archers gets punted an adjacent tile. It's happened to me a few times.

On another note, what's the largest you've managed to get your capital? I recently got mine to 59 pop and looked on Google to see that noone had come close to this. But then I released everything I saw on Google was before trade routes.

Highest I have a screenshot for is size 77.

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Maguoob
Dec 26, 2012

Vil posted:

Those are Aztec colors. He boxed in Attila (or razed his other cities), took and kept his capital, and the rest of the cities are his own.

There was no boxing in of Attila. As soon as I saw him I put all my production towards an archer rush, because gently caress having him as a neighbor that close to me. Of course killing him is really easy when he only builds battering rams, so only his city was attacking me.

Maguoob
Dec 26, 2012

Flython posted:

What map script are you using here? Small continents?

Yes, small continents 4 lyfe. I wish I could get a good salt start with Aztecs to go with my all food all the time religion.

Maguoob
Dec 26, 2012

Deltasquid posted:

Big cities chat. I have no idea how everyone gets such massive population in their capital without massive happiness penalties and slowing down. What is even the point at that level? 77 means every tile is worked and you just have a bunch of unemployed in your city.

Highest I've ever been was in the thirties. Maybe I've hit 50 at some point during a one-city challenge with India for the Bollywood achievement, but that was pre G&K.

Like what TooMuchAbstraction said, Population = Science. Also with Tradition and Freedom all those extra people don't cost that much in happiness. Besides this was just on King difficulty, so not like I needed to have any real plan.

Maguoob
Dec 26, 2012

Hannibal Smith posted:

I always thought it was neat in Civ IV that when a barbarian camp was left undisturbed for a long enough period of time it could eventually turn into an actual city. It would even send out workers to start making improvements. They were kind of like a primitive version of city-states, although there was no way to negotiate with them and they were always hostile.

Of course, that did always mean playing a Terra map would lead to the new world being full of barbarian cities by the time astronomy was discovered that the player had no choice but to massacre and subjugate if they wanted to use that land.

I kinda wish City States were like that in 5. Instead of spawning as cities they start as barb camps and if left alone turn into cities.

Maguoob
Dec 26, 2012

Gort posted:

What?

Anyway, a good exercise for a newer player is to build no Wonders at all, except with Great Engineers. You're almost always better off building normal buildings, especially early on.

Clearly he meant to say Temple of Artemis gives 10% to all cities.

Maguoob
Dec 26, 2012

JVNO posted:

Sheer coincidence- I used the built in screenshot function while in windowed mode I guess. Nonetheless, neat coincidence


Fixed

Bonus Content: CBP is amazing-



I only ever seem to get that when I'm busy wiping out whatever civ is saying it to me. Why yes; [civ], I've done nothing of note, except conquering you.

Maybe it is because I don't really do tourism victories, but is everyone supposed to just decide to declare war on you when you're getting close to one? I guess they just want me to speed it up and conquer the hold outs with my vastly superior military.

Maguoob
Dec 26, 2012

Bloodly posted:

How do you have a Caravel before Astronomy, when Astronomy's the requirement to get Caravels?

Sounds like he is playing with the CBP where Caravels come before Astronomy. They come with Compass in CBP.

Maguoob
Dec 26, 2012

MMM Whatchya Say posted:

Here's how that city ended up:



It was pretty good imo.

If I were to do this over again (And I just might as an experiment) I'd put it on the tile northeast of that. The main reason I didn't do that was to give myself a little room to squeeze another city in, which I didn't end up having. IDK if it's always been at least 4 tiles between cities and I just forgot because I've been playing more Civ IV lately or if that's a CBP change.

This was my first game with the CBP as well. I didn't notice a huge difference to the point that I was worried I didn't install it properly before I remembered the UI is very different. from what I understand it's somewhat modular and I may need to do some stuff to activate most of it? I normally go with emperor so I played on Prince because CBP is supposed to be much tougher, but I think I undershot it by about two levels because it wasn't a challenge.

The 4 tile city settle is a CBP change for Large/Huge maps. Standard and below are the normal 3 tiles. It is a change I definitely didn't agree with, so I edited my files back to 3 tiles.

Maguoob
Dec 26, 2012

Gort posted:

Might be worth digging in the difficulty code for CBP - one of the stated aims was to reduce AI bonuses.

Pretty sure CBP still gives the AI a discount on costs for everything, but doesn't also give a production bonus on top of it like the vanilla game does. Here is a line from Immortal difficulty, so you can see that their buildings cost less than the players do.

code:
<AIBuildingCostPercent>70</AIBuildingCostPercent>

Maguoob
Dec 26, 2012

Flagrant Abuse posted:

I didn't think they could capture cities at all, don't they just get it to 0 health and then basically ransom it? Or did that change somewhere along the way? I've never been lax enough in barb-busting to see for myself. :v:

He is using barbarian mods, so he probably has one where they can capture cities. There was a barb mod I used to make them super strong, but it didn't work with CBP (and the AI really sucked at dealing with them). I still miss playing Terra maps and finding the other continent and having it full of barbarian cities (like in Civ4). Supposedly Civ 6 is coming out this year, so we'll see how badly they ruin the vanilla experience and then fix it 2 expansions in.

Maguoob
Dec 26, 2012
Don't listen to these crazy people. The easiest path to a Cultural Victory is to reduce your nearest neighbor to one city then conquer the rest of the world. If for some reason you didn't go down this path; then just use nuclear weapons to wipe out all the cities of the civs that have too much culture then take their capitals!

If you can't tell I prefer domination victory, because I covet everyone's land.

Maguoob
Dec 26, 2012

Nordick posted:

So I'm looking to mod the game a bit more for my next go, but augh there's just so much crap to sift through and I have no idea what's actually good or not.

First, is there a good mod for stretching out the eras somewhat? I mean, basically something that will make research slower comparative to production. I'd like to be able to do more within each era, instead of my new swordsmen being obsolete by the time they reach the front lines. I saw a couple mods like this in the Steam Workshop, but I dunno if they're any good or if they'll just break the game.

Second, are there any clear goon favourite map scripts? I have PerfectWorld3 and Tectonic Map Script, any opinion on those? Mainly wondering if there are any recommended newer ones that improve on those somehow. Also I'm currently playing in a Tectonic map, and it feels like some civs are being strangely passive and doing very badly eventhough they have plenty of room to expand, and I've been wondering if it's maybe the map script breaking the AI somehow.

I'm eyeing the CBP, but it seems a little intimidating to be honest. I'm a big babby and like my Civ easy-ish, though I guess I could just swallow what little pride I have and play on Warlord or whatever if I try CBP. But even apart from the difficulty concerns, I'd prefer something that doesn't quite mess with the game that extensively.

I also don't want new civs, I already have enough trouble deciding what I wanna play out of the vanilla choices. Hell, forcing myself to not play Shoshone is hard enough, because god drat I love Pathfinders to an unreasonable degree.

1. There are mods that increase research cost, but there are issues with some of them and how Civ itself is setup. If you use the 1000% research cost one it doesn't also extend the turns by 1000%. Now I don't recall if base civ increases unit cost as time goes on, but CBP certainly does. Deleting a worker should not net me 10 more gold per turn, but due to increased research costs + normal game speed it happens. This also effects things you don't normally consider; such as cost of buildings and units overtaking your economy until you can get up to guilds for wealth generation. -- Example; Normal Speed, Research Cost 1000%. By 2000 AD I'm still no where near you'd normally be, but the game is calculating unit costs as if I should be. This also means that you will see the AI be a huge negative gold per turn amounts.

2. I normally play on the communitas (spelling?) map.

3. CBP does change a lot, but I wouldn't really call it harder than base Civ. It is setup to account for the AI not being very good at the game to some extent.

Maguoob
Dec 26, 2012
Forget all this graphics talk. They say that trade routes are still in, but hopefully they're not a boring chore that they were in Civ V and BE. Trade route times should be infinite, but just give a cooldown so you can't switch them every turn (unless the cities are literally next to each other).

Maguoob
Dec 26, 2012

Pvt.Scott posted:

Is there a mod that lets me rename units at a time other than promotion? Christ.

If you right click on the name it doesn't allow you to rename it? I'm running CBP, so you can always try that as well.

Maguoob
Dec 26, 2012
I just had the weirdest bug in CBP. Hit next turn and then all of a sudden all of my cities started starving. This wasn't crippling unhappiness starving; this was far worse. Somehow all my food tiles switched from positive to negative, so instead of a farm giving +food it took it away. My capital was the hardest hit since 5 trade routes at 12 food each meant it was losing over 100 food per turn when counting the city yields.

Maguoob
Dec 26, 2012

Stabbatical posted:

Having your first Great Prophet not spawn until seven turns after after you've reached the minimum faith is so annoying. Why did they make it rely on chance unlike all the other great people spawns?

To ensure the AI can still beat you to a religion and then grab the only non lovely choices. Honestly? No idea; just probably some dumb design idea they had that sounded great to them.

Maguoob
Dec 26, 2012

Gort posted:

lol if you think the AI knows how to grab non-lovely religious choices

It happens; sometimes. Sure the AI just pulls random beliefs out of a hat, but sometimes they get "lucky" and pick the one that isn't dumb. The AI picking a decent belief is like the AI winning a science or diplomatic victory. It wasn't really trying to do it, but it just happens sometimes.

Also, always be murdering Alexander in unmodded Civ.

Maguoob
Dec 26, 2012

cheetah7071 posted:

So, after a few games of Vox Populi where I got my rear end kicked by happiness in t least three disparate ways, I'm sorta confused by the whole mechanism. I understand what causes crime/boredom/illiteracy/poverty but actually managing them while maintaining a workable empire has eluded me so far. Doing the BNW strat of just settling 3-4 cities leaves you hopelessly in the dust compared to wide AIs because you can plop a city down just about anywhere and have it meaningfully contribute to production almost immediately, and more than offset the science/culture malus with a bit of investment. However, settling every speck of available space makes managing happiness a full-time job and an inevitably losing position as your population skyrockets. So I guess I'm looking for advice on where the happy medium is. I really have no idea and it's frustrating to play 200 turns before sliding into the trash can around 1200 AD consistently.

I take the simple path of always being unhappy. I don't play with espionage turned on, so I will always get high unhappiness because I can't build the spy buildings (they reduce unhappiness from crime). My last game was Mongolia with some dumb amount of cities (like 20+) and my unhappiness from crime was something around 160, but I have no way of reducing that besides nuking/starving my own cities to reduce the population. I could get culture/science/gold related unhappiness to 0 or 1 overall in each city, but crime was an impossibility and was 5 or 6 for most. It also doesn't help that you can increase science/gold/culture with specialists, but defense gets no such bonus. The Vox Populi happiness calculations also don't help when you go from +60 to -40 in a turn because you or the AI reached some threshold that made it so you now need to be making more gold/science/culture per turn. No gradual build up; just straight you had 1 before but now you need 2, so enjoy unhappiness!

Maguoob
Dec 26, 2012

cheetah7071 posted:

Yeah being moderately unhappy is obviously fine but don't your cities start flipping at -20?

I don't know how it works in VP, but in base that was only when ideologies rolled around and it flipped to the opposing if they had pressure on you. Also they AI was never going to apply enough pressure to me to have their ideology preferred, because by the time the next civ even got theirs I could have (and would have) rolled them over in about 4 turns burning down all their cities. Mounted range units in VP are stupidly overpowered; especially with +2 movement from being Mongolia. Cities don't last long against battle hardened units with +1 range, +1 attack, indirect fire, +3/3 on the unit/city damage increase. The replay at the end was just my wiping out every city on my continent and then spreading to wherever I wanted.

Also something strange happened; the AI from the other continent never tried to settle on mine even though there was plenty of free space (hard to settle cities when you're constantly @ -10 happiness or worse).

Maguoob fucked around with this message at 00:26 on Sep 7, 2016

Maguoob
Dec 26, 2012

Pvt.Scott posted:

The ranged cav aren't that stupid good unless you shower them in promotions. That's your reward for being a warmongering fuckhead, though. Can they get +1 range? If so, that's pretty rough as that lets them ignore their one big limitation.

A melee unit with extra movement, double attack, March, double cover, etc is going to be an unholy terror to cities as well.

Something I didn't mention is that I play on Marathon speed, so once I get 4 or 5 chariots (or skirmishers depending on terrain) I send them to the nearest AI city to burn it to the ground and then just work on their capital until double attack promotion. I don't do as much damage since that isn't the city attack line, but it also means I won't wear their city down to 0 as quickly giving all my units more XP overall. +2 Movement/Ignore ZOC (Mongolia Unique Promotion), 2 attacks, 2 range, bonus damage versus units and cities means 6 movement range units that can enter and exit a city's attack range at will.

Melee have the issue of dealing with actually being damaged whenever they attack, so even with healing every turn they still need to delay a bit if you come up against resistance. Unless you're Persia coming with upgraded Immortals, because bonus healing means that they just laugh off everything with medic II + march.

My general Mongol strategy is 5 or 6 ranged mounted units, 2 horse units and I sweep through whatever to slaughter and burn down everything. Just sucks that it takes so long to get free courthouses in conquered cities to make them not be terrible. A late game VP warmonger is super dumb if they get going though. Free factory + science/gold/culture per city conquer + free courthouse + unhappiness not really meaning poo poo and you can just sweep through AI cities and get them to a decent output quickly; especially Rome since buildings don't get destroyed.

Honestly in regards to promotions they should have gone with a different system. Have a general training bonus (for having a barracks/armory/academy) and then you get temporary bonuses depending on what you're actually doing with that unit. Say you use a swordsman produced from a city with a barracks to attack a city; +10% from barracks, +x% per each attack (to a stacked limit) for x numbers of turns. Against a city it would be +10% (barracks) +5% up to 30% for 90 turns (Marathon) and if you let 90 turns go by you're back to the 10% barracks bonus. With the option of also stationing a unit in a city with the new military improvement will improve the base bonus, so if you stationed that swordsman in a city with a barrack & armory for x number of turns it would go from +10% to +20%.

Maguoob
Dec 26, 2012

Jastiger posted:

I have stacked great persons too...should I be focusing on using them to pop techs or build improvements?

Also, are specialists that important? I tend to let the game default the specialization. I have literally every building built in every city though too, so I don't get why i'm behind.

Personally, I just have cities focus on one type (i.e. science in a few of my cities; gold in another). My general rule is any tile that grants 3+ food gets locked; anything that is only 2 food or less I look at whether or I want that or a specialist. If you're playing VP take note that it sucks at putting specialists in their slots.

Maguoob
Dec 26, 2012

cheetah7071 posted:

Does anybody here have any details on how city state bullying really works (in Vox Pop if it matters). Do I really have to try to fit my entire army within a 3-hex radius of the city to make them afraid of me? I have a fairly sizable military and I haven't been able to get them to go along with me. I'm playing Mongolia and I want to bully one of the coastal city states on the other continent into joining me so I can have a friendly port to launch military campaigns from.

It depends on various factors.

Did an AI promise to defend them?
How big is your military compared to the average?
How much of your military is visible to them?

Maguoob
Dec 26, 2012

JeremoudCorbynejad posted:

It won't work like that - bullying them will get you gold or similar, but you'll end up losing influence with them.

It does in Vox. Mongolia's unique ability lets them bully cities states and force them to become your own city.

Maguoob
Dec 26, 2012

cheetah7071 posted:

Are end-of-game replays always broken in Vox Pop or did I duck something up to break them?

They aren't always broken, but they do break a lot. One issue I seem to have in VP is that if I don't save and reload I always annex cities, so puppeting or liberating is impossible. I always manage to forget and have to reload an auto-save so I can puppet whatever city I've just taken.

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Maguoob
Dec 26, 2012

cheetah7071 posted:

Cultural Victories in Vox Pop seem to be basically impossible without being so strong you could just win another way without waiting 50 more turns for bars to fill.

I was playing difficulty 5 (since I had handily won my last two difficulty 4 games). Due to the tourism modifier you get for not having many cities, I decided to go tall and stopped at 3 since that's the number of artist/musician/writer guilds you can have. This didn't seem to limit my tourism output since I only once had a great person sitting around without a building to slot their great work into, until around turn 400 or so when I had built everything and filled it all. However, the instant I started doing even remotely okay, the AIs all ganged up to pass Travel Ban and suddenly it became impossible to play catchup with the strongest AIs' cultural output. I was gaining on them but it probably would have been turn 600 or so by the time I actually made it--and this is with basically maximum possible tourism output. Even if I would have squeaked in a win before the 2050 cutoff, having a specialist economy basically trivially guarantees a science victory (which it what I ended up taking when I got tired of hitting next turn). And if you decide to just burn everyone with too much culture to the ground, you're strong enough to just win a domination victory.

Basically, for tourism to be a valid thing I think travel ban needs to be eliminated. Eliminate all the supercharged gently caress-you motions like decolonization and global peace accords while you're at it too.

Those are essentially rubber band mechanics; they're meant to stop the leader of that area from winning easily. The main problem with them is that travel ban and decolonization are extremely negative in how they affect tourism/diplomatic victory. Nothing actually slows down a science victory and global peace accords don't mean much because even if every AI declares war on you they're still really bad at war.

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