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Author Topic: Civilization 5  (Read 32854 times)

blotz

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Re: Civilization 5
« Reply #60 on: March 16, 2014, 01:36:36 PM »
how 2 buy or sell
dont answer i can search that up
edit: answer plox
« Last Edit: March 16, 2014, 01:41:41 PM by bong »

Bla

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Re: Civilization 5
« Reply #61 on: March 16, 2014, 04:09:34 PM »
Forts can be ok, if your city doesn't have enough citizens to work the tiles nearby, forts won't hurt it. And sometimes having the extra defense can be more important than the bonuses the other improvements could've given. But it doesn't look like you have enough units to protect the forts, so I don't think they'll help very much - rather the opposite, as the enemies as far as I know will gain the defensive bonus when they take them over, and it looks like they will, as they have many more units.

You can buy units/buildings from your cities, from the same menu where you build things, there's a buy button at the bottom. I agree with Fiah on buying a composite bowman to keep in your city and fire on the attackers.

When you've completed the hanging gardens, I'd also make Rome build military units.

What game type is that, you don't play in real-time do you? Pitboss or...?

blotz

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Re: Civilization 5
« Reply #62 on: March 16, 2014, 05:19:05 PM »
1v1 with another person durng a party
thanks for advice
is it just me or is http://steamcommunity.com/id/blotz9001/screenshots/?appid=8930 blacked out?
« Last Edit: March 16, 2014, 05:38:10 PM by bong »

blotz

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Re: Civilization 5
« Reply #63 on: March 16, 2014, 05:38:27 PM »
tis a new game

FiahOwl

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Re: Civilization 5
« Reply #64 on: March 16, 2014, 07:56:01 PM »

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« Last Edit: March 22, 2021, 01:01:03 AM by FiahOwl »

TheMooCows

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Re: Civilization 5
« Reply #65 on: March 16, 2014, 09:04:20 PM »
This looks more complicated than civilisation revolution for the DS. wowo

Bla

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Re: Civilization 5
« Reply #66 on: March 17, 2014, 03:40:51 AM »
Not bad.

Currently playing a game on emperor, it's going pretty well, no wars yet. Leading in score, controlling almost all city states, dominating the world congress, having most tourism, leading in science and production, having plenty of excess happiness and gold.

Yesterday I was the first to pick an ideology, chose order, and quickly Korea followed. I proposed world ideology order, but then 3 other civs picked freedom, and there were dissidents in order empires because of their tourism and I began to get unhappiness. I got protectionism to fix happiness, built a hotel in the capital, then the last civ picked order, and the world congress proposal won, so the happiness is no longer a problem, and now there are dissidents and civil resistance in the freedom and autocracy empires. :P

I think I'll try deity next game, anyone won a game on deity?



http://steamcommunity.com/sharedfiles/filedetails/?id=239322605

blotz

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Re: Civilization 5
« Reply #67 on: March 17, 2014, 03:58:40 AM »
is maintinence a big thing in late game

blotz

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Re: Civilization 5
« Reply #68 on: March 17, 2014, 11:47:25 AM »
Upon defeating a Barbarian unit inside an encampment, there is a 67% chance you earn 25 20xGold5 Gold and they join your side
Pay 25% less for land unit maintenance

such usefull

Bla

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Re: Civilization 5
« Reply #69 on: March 18, 2014, 10:40:43 AM »
"We meant no offense when attempting to steal your cultural heritage."


matty406

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Re: Civilization 5
« Reply #70 on: March 18, 2014, 11:40:15 AM »
oh cool is stealing other people's archeology a BNW thing

Bla

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Re: Civilization 5
« Reply #71 on: March 18, 2014, 12:42:06 PM »
I swear I wasn't stealing, my archaeologists were just going with their internationalist values!

In other news, I won a diplomagic victory in the game. Kol. If I hadn't I'd have won a scientific about 20 turns later or cultural maybe 50 turns later. One autocracy empire revolted for order. Going to try one on immortal difficulty (forgot that one between emperor and deity). Anyone won a game on immortal yet?

FiahOwl

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Re: Civilization 5
« Reply #72 on: March 18, 2014, 01:34:08 PM »

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« Last Edit: March 22, 2021, 01:00:56 AM by FiahOwl »

Bla

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Re: Civilization 5
« Reply #73 on: March 18, 2014, 01:59:26 PM »
I agree that in the final stages of the game maintainance becomes more and more insignificant. It is usually in the first half of the game that maintainance is challenging, but if you play aggressively it can be a problem for most of the game.

Easy way to get back the original Civ 5 menu music (which imo is much better than the G&K and BNW ones):
http://steamcommunity.com/app/8930/discussions/0/864979455211188778/#c864979455258253537
« Last Edit: March 21, 2014, 01:21:38 PM by Bla »

Bla

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Re: Civilization 5
« Reply #74 on: March 22, 2014, 09:29:03 AM »
Did some research on how many cities it is good to have if you want optimal science or culture. The results are based on the 13 cities I had when I won a diplomatic victory with Inca on emperor difficulty.

Science and Culture refers to the amount that the specific city generated per turn when I won the game.

SPT and CPT are then the amount of science or culture I'd generate per turn if I had built only that city and the cities above it.

SCM and PCM are the cost multipliers applying to research and policies, so if a technology costs 100 research to begin with, if you have 2 cities, it costs 105, and so on (every city increases your tech costs by 1.05 and policy costs by 1.1).

The SR is the SPT divided by SCM (and divided by 4.41 so that it starts at 1) and tells the benefit that founding the next city has given to the scientific progress. CR is calculated the same way.

So in other words, 11 cities would've maximized my scientific progress, or the 3 first cities could've maximized how many policies I got.

Ofc, these calculations are very limited because they only consider the science and culture outputs in the single last turn, and they're obviously variable throughout the game. Another limitation is that in different games, you'll end up with different culture and science outputs from your cities depending on what you build and other factors. But I think the calculations may give an approximate idea of the effect that building new cities has on your scientific and policy progres.

Also note that those multipliers are lower for some games, I think on the very large maps. I could try doing the calcs with data from other games.

FiahOwl

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Re: Civilization 5
« Reply #75 on: March 22, 2014, 10:07:11 AM »

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« Last Edit: March 22, 2021, 01:00:37 AM by FiahOwl »

blotz

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Re: Civilization 5
« Reply #76 on: March 23, 2014, 05:24:20 AM »
pretend city state jenkins has combat strength 18
if i fire at it with archers until the health bar is black
and it's CS almost 17, if i rush in with a warrior will i take it?
or do i have to lower it to 0?

also wht about for regular civ's?
do you lower the capital to 0 to destroy it or capture it?
how much does the CS affect this?

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Re: Civilization 5
« Reply #77 on: March 23, 2014, 06:04:24 AM »
pretend city state jenkins has combat strength 18
if i fire at it with archers until the health bar is black
and it's CS almost 17, if i rush in with a warrior will i take it?
or do i have to lower it to 0?

also wht about for regular civ's?
do you lower the capital to 0 to destroy it or capture it?
how much does the CS affect this?

It depends, but if you lower the city health bar to zero with ranged weapons first, you can usually take it as long as you have a moderately up-to-date melee-range unit.

If you mouse over the city while you've selected your unit, in the bottom left area of the screen you can see a prediction of how the attack will go, and if it says something like "decicive victory" or shows your unit surviving and the city losing all its health, you'll probably take it.

FiahOwl

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Re: Civilization 5
« Reply #78 on: April 12, 2014, 08:12:36 AM »

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« Last Edit: March 22, 2021, 12:57:43 AM by FiahOwl »

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Re: Civilization 5
« Reply #79 on: April 14, 2014, 11:14:33 AM »
Egypt and great plains map, I think that will be my goal to beat on immortal difficulty. :P

This game was on emperor and was fun, I started out very militaristic, getting a good science start with the great library, and met the Byzantines to the north, who founded a new city in the middle of a desert, in a location I wanted. I founded a city not far from it, rushed for swordmen (as I got iron) and got some catapults, and burned the city to crisp. From then and on, the Byzantines had their capital only, I knew I couldn't take it though, so I made peace and founded a city near the one I burnt down.

The Netherlands developed west of me, I focused on developing cities and kept a moderate military, keeping most of it on the Byzantine border. Then The Netherlands attacked me in the west, I moved most of the military in and warded off their attacks with artillery (which the others didn't have). Then the Byzantines declared war on me too, but just after that, The Netherlands gave up and offered me one of their cities for peace. :P

The Byzantines had a lot of city state allies around my fringes, which became a bit of a mess to deal with, and had a good start pillaging my border areas while I was moving military. I produced a lot of artillery and rushed for great war infantry and later infantry, while they still had musketeers and later riflemen. They had The Great Wall, but with all the artillery and riflemen and two great generals to steal territory and set up attack camps, soon they lost their capital (Constantinople). That city had a lot of world wonders, making a nice addition, and a huge culture boost.

The late game was rather peaceful. I focused on science and got ahead of the others on pretty much all fronts, then won a diplomatic victory in 1926, well into the information era. :P

Bla

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Re: Civilization 5
« Reply #80 on: April 16, 2014, 05:38:40 PM »
I've watched some let's play videos with Egypt on immortal, and it became clear to me that Egypt's wonder bonus simply won't be useful. The guy playing started out with marble, rushed for the great library, and even uncovered ancient ruins that helped him towards writing, but even then, the AIs got it. He ended up not building one single world wonder in his empire. The other AIs were simply getting most of the wonders before he could even build them.

He played with 7 or 8 AIs, which of course meant it was harder to get the wonders than if there had been fewer opponents.

A key to winning on immortal appears to be the ability in the early mid-game to resist the military of AIs. The AI will always be able to produce much more than you, but is terrible at handling units, always throwing them into the offense.

I think another important factor on immortal (and deity) is the game speed. Playing on the slower speeds give advantages to human players because it will take much longer for the AIs to replace all the units they keep throwing at you in wars.

So I think the lessons learnt from the playthrough for when taking on immortal is:

- Choose the slowest game pace possible.
- Don't try getting world wonders, especially not in the early game or if there are many players.
- However, look for the world wonders enabled by policies, and check if other players have adopted the branches enabling them. You might have some chances here.
- About the time of the medieval era, it becomes extremely important to have a military capable of defending against the AI.
- On immortal an deity, it's probably best to simply ignore the religion aspect of the game and focus on the core in the beginning, let the others found religions, and let them spread to you. If there's one with useful benefits, maybe get it spread around your cities.
- Rushing for artillery, having cannons ready to be upgraded and upgrading them as soon as you get artillery, can be a very useful strategy to conquer an AI civ. Taking their capital might grant a lot of useful wonders, and if you rush, you can get artillery before them.
- Use spies offensively - most of the game will be about catching up in technology so there's little point in having them in your cities. Rig elections or steal tech instead - if there's a lot of players, steal from someone geographically far away from you.
- If there are many players, get a many defensive pacts as possible to reduce the likelyhood of AIs declaring war on you. AIs don't seem to make defensive pacts. If you don't lower diplomatic penalties than from declaring war, you can even make a defensive pact with one player, then bribe the AI you want to attack to declare war on the one you have a defensive pact with, then you'll automatically be dragged into the war as well. (Kol)
- This is probably mostly a lesson to myself - don't keep an eye on just the worked tiles, but also on the specialists assigned to buildings in cities, and try to avoid getting almost all the buildings in all the cities. Units are very important.

I've played a lot as Germany instead, and might take on the challenge as them, for their lower land unit maintainance. The Zulus look interesting too.

Bla

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Re: Civilization 5
« Reply #81 on: August 15, 2014, 01:10:08 PM »
Oh dear triplepost

Anyway I can highly recommend trying Indonesia, their spice islanders and kris swordsmen makes them a pretty unique civ that's fun to play as. Spice islanders gives you 2 unique luxury resources in your first 3 cities founded on other islands than your first city (so they're biased towards archipelago-like maps) and the kris swordsmen unlock unique bonuses/(penalties) after their first battle, I think there are like 8 different ones and they do stuff like "+30% strength when defending, +20 hitpoints healed per turn" or "+50% damage when attacking, -20% when defending" and one gives +1 movement and the ability to attack twice. They're pretty significant bonuses that you keep after upgrading the units too.

So Russia was the third civ to pick an ideology and chose freedom... I was first and chose order, and got the world congress to make it world ideology a bit after another civ picked order too... Kol
Won a cultural victory somewhat later. Was on king difficulty, I should've probably played it on emperor.


Bla

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Re: Civilization 5
« Reply #82 on: October 25, 2014, 08:19:36 PM »
WIP: Civ 5 map of Blaist Blaland realm

Darvince

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Re: Civilization 5
« Reply #83 on: October 25, 2014, 08:28:22 PM »
mrw redbow has desert

FiahOwl

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Re: Civilization 5
« Reply #84 on: October 25, 2014, 09:06:44 PM »

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« Last Edit: March 22, 2021, 01:57:45 AM by FiahOwl »

FiahOwl

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Re: Civilization 5
« Reply #85 on: October 26, 2014, 07:53:44 AM »

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« Last Edit: March 22, 2021, 01:57:40 AM by FiahOwl »

Bla

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Re: Civilization 5
« Reply #86 on: October 26, 2014, 07:57:46 AM »
Cute

Northeastern Blaist Blaland isn't desert though, my map shows the biomes

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Re: Civilization 5
« Reply #87 on: October 26, 2014, 08:11:58 AM »
Looks cool, too much of expensivee

Is this like a server hosting thing?

Bla

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Re: Civilization 5
« Reply #88 on: October 26, 2014, 08:18:49 AM »
You can host multiplayer games in Civ 5, but games take many hours to complete so they tend to get abandoned if you play with multiple people, sadly.
Custom maps are another program and doesn't have anything to do with hosting servers.

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Re: Civilization 5
« Reply #89 on: October 26, 2014, 08:20:03 AM »
Okay, are you doing a multiplayer game here? And what are the demo limitations?