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Gort
Aug 18, 2003

Good day what ho cup of tea

SickZip posted:

Morocco with Petra strikes me as insanely broken. Their Kashbah tile improvement gives another +1 food, producton, and gold to desert tiles.

Didn't Petra get nerfed in BNW?

And holy poo poo, they nerfed ceremonial burial but left Tithe exactly the same? Now the running for "best religion" isn't even close.

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Gort
Aug 18, 2003

Good day what ho cup of tea
What are good social policies for Venice? If they can get two free merchants from Liberty, that seems like a no-brainer to me.

Also, do the Zulus basically just make Germany obsolete?

Gort
Aug 18, 2003

Good day what ho cup of tea
I still wish scouts upgraded into something. Maybe even just getting a strength increase each era or something. Seems dumb to still have stone-age wanderers in 1980.

Maybe they could gain XP for each tile they uncover as well.

Gort
Aug 18, 2003

Good day what ho cup of tea

fspades posted:

I think archeologists would have been a perfect choice for scouts.

That makes an enormous amount of sense and should be an easy mod.

Gort
Aug 18, 2003

Good day what ho cup of tea
What settings are you playing on (world size,AI civs, city states, game speed, LAN or Internet, number of players) to get smooth multiplayer?

I had big problems with 5 humans and 5 AIs just the other day. Tons of reloads and players kept dropping and eventually couldn't rejoin.

Gort
Aug 18, 2003

Good day what ho cup of tea
Venice trip reports:

Game 1: Prince difficulty, went Liberty and got two free great merchants out of it. Constant unhappiness problems, Venice itself is a size 8 shithole.

Game 2: King difficulty, went Tradition. Slower empire expansion, but it's a lot easier to get the millions of national wonders and cargo ships you need. I just keep Venice fully stocked with merchant specialists and the great merchants come at an acceptable rate - I've had about five by the point of entering the industrial era.

For my second tree, I've gone Exploration - it's actually pretty good. Thanks to navy speed/sight boosts I've mapped the whole world, and since all my cities are on the coast, they're all getting big happiness, production and money boosts. The hidden antiquity sites I'll see will just be gravy.

I'm making insane amounts of money - about 350 a turn despite having a gigantic navy which let me puppet three of Attilla's coastal cities. I can basically pick my own victory condition now.

In short, Venice + Tradition + Exploration = Badass.

Gort
Aug 18, 2003

Good day what ho cup of tea
Thing is, Civ on higher difficulties always used to be a case of surviving the early years when the AI could drown you in units, and had the potential to at least slow your development by forcing you to put resources towards troops before it was particularly profitable to do so.

Then if you survived that, you could just crush anything easily with the two weapons that make city assaults laughable - artillery and bombers.

If the AI has actually gotten good at the late game it will completely change that.

On another note - now that you get science for trading with other civs, and that science increases the further behind you get, are Babylon, Korea, the National College, rationalism and universities anywhere near as powerful as they used to be? Trade appears to be a powerful science rubber-band.

Gort
Aug 18, 2003

Good day what ho cup of tea
Wait a second - if you trade food or production to one of your cities, is that food just created from nothingness? I assumed you were just redistributing existing goods, not creating them out of thin air! A tradition strategy as Venice where all your bought city-states trade Venice food might be insanely good - Venice would grow large with half-unhappiness citizens, and use its own trade routes to make money.

Can't wait to get off work and try it.

Gort
Aug 18, 2003

Good day what ho cup of tea
Eh? How is Venice's early game, "Horrible"? Go tradition, beeline Optics for your second city, set up trade routes between your two cities so they both grow really fast, get the National college, then go for markets so you can generate extra merchants and get the pain train rolling.

Gort
Aug 18, 2003

Good day what ho cup of tea

Failboattootoot posted:

My game was complete poo poo for various reasons. For starters, I went piety. Logic being that I wanted a religion and building one off 1 city would be tough (this turned out to be an awful idea). Besides that, the only city states I bought that didn't end in DoW's relatively shortly were my first and my last one. The middle 2 all got dow'd and razed nearly immediately by civs I Was friendly with until the buyout and who went back to friendly once the war was over. It's also possible that I got shafted by the starting city placement because my trade routes didn't amount to much gold for quite a long time. In fact, not until I mounted a war of retribution against suleiman and puppeted his entire coast did I finally get access to routes with decent gold.

It is quite possible they are good, but so far my early game went like poo poo, and a friends early game as them in mplayer also went like poo poo. So until I see a good game with them I am just going to assume they suck early in general unless the stars align.

Try them on Tradition. My first game with them I went Liberty and it went pretty badly.

I think religion is now something you either go all-out on, playing a religious civ, going Piety from the start, or you just completely ignore it unless you get some kind of bonus that gives you a leg up (like a faith boost from a ruin that lets you get a faith-producing pantheon).

In my last game as Venice I did my usual half-assed effort at religion - do enough to get a couple of great prophets and found the best religion (tithe), then put out a few missionaries from time to time. Gandhi started next door, went MAXIMUM HINDU and converted the entire goddamn continent in like ten turns. If someone builds Borobodur there's no way you're recovering from that as a "casual" religious civ.

Gort
Aug 18, 2003

Good day what ho cup of tea

Poizen Jam posted:

Is it possible to run out of great works? The last two great writers I've spawned can only 'write political treatise'. I have free writing slots in a bunch of my cities, but the option to create a great work of writing just isn't there- it's not even greyed out, the icon just isn't there, and it's severely hamstringing my ability to win a culture ability.

Do you need to move him closer to a city with a slot?

Gort
Aug 18, 2003

Good day what ho cup of tea

fspades posted:

Europa Universalis is the most board game-y PI game. In fact, it was originally a board game. But Victoria 2? That's a different story. Even though it has it's own game-isms, it has the most complex and realistic economy system I've ever seen from a video game (short of some player-driven MMOs like EVE).

Even Victoria's economic simulation isn't that complex or realistic. All goods go to the capricious God Of Trade, who lives in his own plane of existence, and doles out trade goods based on who is best at being an imperialistic bastard.

Gort
Aug 18, 2003

Good day what ho cup of tea
So, I've seen a lot of people post about how AIs are having happiness and money problems, or don't expand like they used to - do we have any hard numbers on what their difficulty modifiers are now? I'd look in the files myself if I wasn't phoneposting.

Gort
Aug 18, 2003

Good day what ho cup of tea
I have an evil idea for a strategy: Play Byzantium, go Piety and rush a great prophet out ASAP. Take Pagodas, Cathedrals and Mosques. Take the reformation belief that gives you two tourism per faith-bought building. Fill up your cities with these buildings and laugh about how you won a culture victory in the bronze age.

Gort
Aug 18, 2003

Good day what ho cup of tea

NihilVerumNisiMors posted:

I guess I really am retarded. Anyone got a decent step-by-step guide how to conduct siege warfare? I mean I'm hearing all this stuff about people conquering another civ with nothing but two spearmen and a couple of archers but when I try the same, the best I can hope for is a stalemate.

This is because those people are probably playing on Marathon speed which allows you to get archers with 3 range (because one of the things that isn't scaled down on that game speed is unit experience gain) which makes conquering cities trivial. Those of us playing on Quick generally have to wait until Artillery to get 3 range units.

Here's my guide to capturing a city pre-artillery (at which point it's trivial, get four artillery and bombard everything) on a fast game speed:

1. Unit composition is key - you don't want too many melee units because they have the glaring flaw of taking damage when they attack. Melee units are in your force to act as meatshields and to capture the city once it has 0 HP. Many players don't even bother to bring along infantry-type units, instead holding back a single fast melee unit like a horseman to conquer the city at the end, or a melee naval unit if it's a coastal city.

2. Archer units are your workhorse units. They can do anything, shoot the enemy units, bombard the city, even take the occasional hit. The majority of your force should be archers.

3. Siege units are specialist anti-city units. You probably only want a couple of these in your force, unless you're attacking an enemy with no real army like a weak city state.

4. You generally want to defeat the enemy army before you get into range of their cities. This is where archers are helpful, since they can kill the enemy while staying away from the cities. Once you've beaten down the enemy army, it's time to set up for your city assault.

5. City assaults are races. Once you enter the firing range of an enemy city, you only have a short amount of time before it will destroy your units, and it will be regenerating the whole time. This goes double if it's a city with an archer in it, triple if it's a coastal city with an archer and a galleass in it. For this reason, you want to set up your units outside of the range of the enemy city, then move them all in at the same time. Bonus points if your archers can shoot on the same turn as they move, but terrain doesn't always allow this.

6. Once you're shooting a city, that city should always have priority. It will be self-healing, so if the enemy shows up with a bunch of units, you need to make the choice between pulling back from the city to fight the enemy units, or gritting your teeth, accepting that you're going to take losses, and continuing to focus fire the city.

7. Pillaging can save your units. Remember that an archer only needs one movement point to shoot, so he can shoot and pillage in the same turn. Same thing for set-up siege units.

8. Bringing a large enough force is key. Always try to bring as many archers/siege units as will fit in the area around the enemy city. Remember, speed is key to taking low losses, and if you're taking low losses that means you're going to have more experienced units for the next city.

Things that make sieges trivial:

Hunnic battering rams, Assyrian siege towers, English longbowmen, Arabian camel archers, Mongolian keshiks, battleships, artillery, bombers.

Gort
Aug 18, 2003

Good day what ho cup of tea

Dr. Video Games 0031 posted:

First of all, make sure that you've got two specialists in your writer's guild for the entirety of the game. You pretty much never want to be producing writers.

Wha?

Gort
Aug 18, 2003

Good day what ho cup of tea

Gothy McAngstydie posted:

I tried this. My start didn't give me much in the way of Faith production for my first tenet, but I had like, 7 Horses within reach of my first couple cities (which pissed Catherine right off) and went Open Pasture and Tithe instead, making sure to get the 3 faith buildings at some point. I ended up winning in the middle of the Medieval era, but I am a huge babby who doesn't play on the had difficulties so your mileage may vary. It was neat!

How did you win? Culture?

Gort
Aug 18, 2003

Good day what ho cup of tea

zonohedron posted:

Pilgrimage only makes the Hermitage give tourism.

Pilgrimage gives you faith for other civs cities following your religion, it doesn't give tourism.

You're right, though, Byzantium doesn't get two reformation beliefs.

Gort
Aug 18, 2003

Good day what ho cup of tea
If Ashurbanipal conquers a city state, does he get a tech?

Gort
Aug 18, 2003

Good day what ho cup of tea

Gabriel Pope posted:

I don't think any civs suck outright. America is easily one of the weakest, though. Russia and the Ottomans are pretty shabby although they have their uses. France was nerfed pretty massively and may be hurting now, still remains to be seen how hard they were really hit.

Russia's not bad apart from their unique building being a replacement of something quite situational. It'd be fine if it was like, a monument replacement that gave you faster border growth instead of a barracks replacement. The Ottomans have one excellent unique unit, and being able to have a navy three times the size before you're limited by gold is excellent.

I don't agree that France got "nerfed". It'd be a nerf if they did the same thing but worse, but what actually happened was they got completely refocused into a tourism powerhouse. Take a look at Hotels and Airports - they take your culture from great works, world wonders, and culture improvements (AKA Chateaus, Moai and Brazilwood camps) and increase it. This means France, Polynesia and Brazil can have significantly higher base tourism than any other country, and of the three, France has the most easily placed unique improvement. Polynesia relies on chains of Moai to make theirs worthwhile, Brazil needs jungle, while France just needs luxuries, which everyone gets on every map type.

Gort
Aug 18, 2003

Good day what ho cup of tea
Just won a game on Emperor as Ashurbanipal - bit of a let-down really. I spawned on my own continent, and by the time I had Astronomy and could meet the other civs, I already had a strong tourism and tech lead.

The only warmongering I had to do was to knock out the only other tourism contender's capital with half-a-dozen battleships, and he was behind me on tech.

Feel a bit short-changed - I didn't use any of Assyrias abilities at all. Time to move up to Immortal.

Anyone else notice that the AI does basically no archaeology? I ran out of space for artifacts last game.

Gort
Aug 18, 2003

Good day what ho cup of tea

thehumandignity posted:

I don't see that having trade routes fixed on 30 turn rotations is really adding anything to the game. There might be some kind of absurd form of exploitation that might be possible if you were able to change them at any time, but I can't think of what it could be.

I would have thought it's there for two reasons:

1. To simulate that it takes time to do a trade run and turn a profit.

2. So that trading with someone means you're going to pay a penalty if you declare war on them, justifying friendly relations.

To the guy who's pissed about actually needing a navy to run a worldwide trade empire, just run caravans carrying food between your own cities. Much safer, still tons of benefits.

Gort
Aug 18, 2003

Good day what ho cup of tea

Athropos posted:



Why is trade still impossible in this game? This guy is neutral with me and look what he asked when I said "what would make this work?"

I don't think I've ever been able to trade on an even ground with anybody but this is just on another level of bullshit. On King difficulty btw.

That guy looks a loving orc too.

Right, the deal is this.

If you have one of a luxury, you get four happiness for it.

If you have two of a luxury, you get four happiness for it. So, you might as well trade one away for something else. The AI understands this, so if it has two of a luxury, it's quite happy to trade one away for a different luxury.

HOWEVER, if you only have one of a luxury, you're giving up four happiness for the trade, so you're going to want something more than that in exchange - two or more luxuries, to be precise.

Therefore, the AI will only trade away its last copy of a luxury if you are offering a really good deal. Don't bother asking if it's their last copy of a luxury.

Gort
Aug 18, 2003

Good day what ho cup of tea

Khagan posted:

When is it a good time to shift from a default focus of city management?

I generally only do it if I have a city specialised in great people generation, or if I have a natural wonder. It looks like the city management AI got better as well - you no longer have to go round all your cities switching them to production focus the moment your empire gets unhappy, and the management AI seems to build settlers more optimally as well.

Gort
Aug 18, 2003

Good day what ho cup of tea
Anyone else noticing that some AIs just do not play certain parts of the game? Had a game where Brazil had 19000 gold but didn't bother to get a single city state ally, and I swear some AIs just don't bother with archaeology at all.

In other news, high difficulty Inca AI can snowball like whoa.

Gort
Aug 18, 2003

Good day what ho cup of tea

Talmonis posted:

Speaking of terrible UA's; is it me, or is the Mayan UA absolutely terrible? Getting a great person every 300 some odd years doesn't seem all that useful.

It's you. There are FAR worse UAs than that. Couple it with an excellent UB and a useful UU, and you've got a pretty powerful civ.

Gort
Aug 18, 2003

Good day what ho cup of tea
The tile-buying AI is super annoying as Venice since you can't buy tiles in your puppets. Why are you getting tiles five hexes away when there's an AI civil stealing luxuries three tiles away aaaaa

I think that in the long-term Venice will probably be viewed as a bit underpowered since you're so dependent on luck for your city sites.

Gort
Aug 18, 2003

Good day what ho cup of tea
I have real problems doing anything but a Tradition start these days. The massive super-capital with the halved unhappiness and the national college is just too good, not to mention fast expanding borders and a large free army.

I just don't get how Liberty, Honour or Piety can stand up to Tradition as a first tree.

Do Libertarians just play on huge maps only or lower difficulty levels (or slow game speed, same thing)?

Gort
Aug 18, 2003

Good day what ho cup of tea
Thing is, going wide, Liberty doesn't really have all that much to recommend it. An extra hammer per city isn't much, one happiness per city is okay until you realise your size 30 Tradition mega-capital is giving you 15 free happiness. I also find Liberty lands me with money problems a lot more often since small cities are less profitable to link up with roads and garrisons cost you upkeep.

Is the real strength of Liberty just the early land grab? 'Cause I find myself usually far more limited in my expansion by happiness and available space than by the mere hammer cost of settlers.

Gort
Aug 18, 2003

Good day what ho cup of tea

Tulip posted:

Holy god i am terrible with tradition. By turn 50 i was dead last in every single stat and falling. In my practice rounds i typically consider the game over by turn 100 because it's unwinnable for the AIs, not for me.

You're really going to need to give more info than this if you're not just threadshitting. What did you do? What happened?

Gort
Aug 18, 2003

Good day what ho cup of tea
I tried out my plan of "pick Byzantium/go Piety/get all 3 religious buildings/take the reformation belief that gives them all 2 tourism/win culture victory early" on quick/Immortal/normal/Earth and it didn't work out. I did get influential on Carthage, and my tourism was generally healthy, but you have to meet everyone before you can really start dominating culturally, so pre-astronomy tourism is kinda pointless if you're not playing pangaea.

Meanwhile my buddy playing Venice got a ridiculously vast empire and a big free army and tech lead, which meant they were able to compete culturally - at least enough to survive until the end of the game.

The other problem with the strategy is that anyone you spread the religion to can also build the buildings and get +2 tourism, so you can't really get a lead that way.

Gort
Aug 18, 2003

Good day what ho cup of tea
Why did they make Oxford University a national wonder? Seems dumb to have eight of them in the world every game. It's like they renamed National Intelligence Agency to "The CIA" so everyone could have a CIA.

Gort
Aug 18, 2003

Good day what ho cup of tea

Fojar38 posted:

The Witcher was certainly developed in Poland considering how shittily optimized the engine is and how ridiculous the art style is.

Considering that the Witcher uses the Neverwinter 1 engine and looks the way it does, those're fightin' words.

(though to be honest load times were awful until they fixed it in the enhanced edition)

Gort
Aug 18, 2003

Good day what ho cup of tea

Vahakyla posted:

GoonCiv match was just played yesterday with no issues to speak with. The fall patch of last year fixed the multiplayer mostly.

I was still getting assloads of disconnects when MPing yesterday, but uninstalling my network card, rebooting the PC and reinstalling it seems to have fixed it.

If anyone else is having problems, try that.

Gort
Aug 18, 2003

Good day what ho cup of tea

natetimm posted:

Lucky for you. I'm left with a world full of Philistines who haven't yet learned to burn coal while managing an cultural powerhouse 4 city Polish empire. I'm now stuck with the lovely decision of having to shift gears away from tourism to invade someone for their coal or wait until the rest of the idiots get there and then bargain with them for it. I actually think I'm quitting this specific game over this, simply because there isn't even any coal on my whole drat continent.

I really wish there were buildings for all strategic resources that cost something like 4 gold per turn but gave you a single unit of that resource. You could have:

Horse breeder (-4 GPT, +1 Horse, unlocks at Animal Husbandry)
Swordsmith (-4 GPT, +1 Iron, unlocks at Iron Working)
Charcoal Burner (-4 GPT, +1 Coal, unlocks at Industrialisation)
Synthetic Oil Plant (-4 GPT, +1 Oil, unlocks at Refrigeration)
Uranium Enrichment Plant (-4 GPT, +1 Uranium, unlocks at Nuclear Fission)

That way you wouldn't get dumb poo poo like, "You can't upgrade your warrior to a musketman because you don't have iron to give him a sword which he needs in one of the interim stages", "Horse archers don't use the horse resource", and "You can't have your unique unit because there's no iron anywhere to be found", which I'm sure we've all experienced at one point or another.

The costs might need tweaking, maybe make the earlier buildings cost less and the later ones cost more, gold tends to be worth less the further into the game you go.

Gort
Aug 18, 2003

Good day what ho cup of tea
Anyone else think it's a bit odd that there're three different ways to buff up desert (Petra, Desert Folklore, Kasbahs) and only one for Tundra, and that one sucks?

Gort
Aug 18, 2003

Good day what ho cup of tea
I like that all the victory conditions are equally fulfillable once you get towards the end of the game - no more, "Oh dear, I can't win a culture victory because I haven't been working towards it since turn one".

That said, science is still king of everything, which makes civs like Babylon and Korea overpowered.

Gort
Aug 18, 2003

Good day what ho cup of tea
Where did the rumour of this patch come from? I googled for literally seconds and found nothing.

Gort
Aug 18, 2003

Good day what ho cup of tea

Poil posted:

I didn't. I only do that when I play as the Aztecs.

Don't they want to have a river, preferably? Or is their start bias jungle only?

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Gort
Aug 18, 2003

Good day what ho cup of tea

Grand Fromage posted:

God I hate the game auto switching to the next unit but it lags so you're giving commands to another unit but they go into the next unit and you lose it because it shouldn't have moved there and argh :argh:

You can switch that off in the interface options. Look for "auto unit-cycle".

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