xbhaskarx said::lol :lol :lol
It's a terrible analogy and shows that you really don't know much about at least one of the franchises, or that you're just completely unperceptive.dollartaco said:I'm open to any counterpoints. The game just didn't seem all that different, so I'm not sure why I'd stop playing Civ4.
MmmSkyscraper said:Mine is in:
Steam\steamapps\common\sid meier's civilization v\Assets\DLC\DLC_Deluxe\Soundtrack
Did Steam register your purchase as the deluxe version? You'd have "Nebuchadnezzar II" listed on your history as a purchase if it did. If that's there, maybe try verifying the integrity of the game cache?
Seems like a lot of hard core strategy press are not as happy as they had hoped with how the game turned out.
Sblargh said:I think a lot of what goes on on the civ community isn't mcuh fear of change as it is simply not being used to not know what to do. Being in a position of experimenting rather than tweaking what you already know it works.
And just having a feel of how many cities is too many, how many is too few, if cities should be over-specialized or if every city should build kind of the same stuff, etc. and then there is the stuff that is new to this game. You don't need to have every city produce a building for happines once it reaches a certain point, but it is good to think "when my happiness is near 0, *this* city will make the coliseum" and then there is how much you invest on a city-state, how you invest, if starting a war to make a city-state happy is a good idea and when it is a good idea, etc.
People complain about aggressive civ, but in this thread people talked about how putting an army somewhere the other civ can see it, help to make it more friendly to you, this kind of stuff people should be seeing as a challenge, instead they are seeing it as faulty AI.
But I do agree with the critics that AI don't know how to use units to its advantage. It is pretty common on Prince to take over a rival civ or two without losing one single unit because the AI simply don't move it units right. But then again, if it is too easy to win, there are another bazillion difficulty levels above.
FlyinJ said:Is there a way to know how much upkeep an individual unit/road/improvement costs?
Pretty much. Everyone first tries to achieve something the way they think they need to do it from earlier games without looking too much into how the systems have changed. Look at all the people having issues trying to get cultural or scientific victories, for example.Sblargh said:I think a lot of what goes on on the civ community isn't mcuh fear of change as it is simply not being used to not know what to do. Being in a position of experimenting rather than tweaking what you already know it works.
Have you tried re-verifying your game cache?Cday said:It's registered as Civ V D2D DDeluxe Retail. I have Babylon just no soundtrack or video thing.
madden barely changes anything. ever. their big change this year was that they reconfigured the buttons you press for audibles and hot routes and they created a "feature" where the cpu automatically picks plays for you.dollartaco said:I guess. But good one! Instead of talking about the game, we can just attack me!
even the people who hate the game acknowledge (and complain about the fact) that it's a huge change.Cities
City warfare has been revamped. Whereas cities in previous versions of Civ relied entirely on garrisoned units for defense, cities in Civ 5 now defend themselves. Cities have hitpoints that, if taken down to zero, will signal the city's defeat to invading forces. Hitpoints can be increased by merging units with the city.[citation needed] Captured cities can be annexed, razed, or transformed into puppet states, each option having distinct advantages; for example, puppet states will provide resources and have lower unhappiness.[11]
[edit] Units and combat
In this iteration of the series, tactical gameplay will be encouraged over numbers, with the introduction of new gameplay mechanisms. Most significantly, the square grid of the world map has been removed in favor of a hexagonal grid, a feature inspired by the 1994 game Panzer General, according to lead designer Jon Shafer.[12] In addition, each hexagonal tile, including city tiles, can accommodate only one military unit at a time, forcing armies to spread out over large areas instead of piling onto a single tile. This has the effect of moving most large battles outside of the cities, and forces increased realism on sieges, which are now most effective when surrounding the city tile.[6][11] Also, increased movement points, simpler transportation over water, ranged attacks, and swapping of adjacent units will allow for more versatile maneuvering of units.[6][11][13]
Units take longer to produce than in previous games from the series, making them more valuable. As they defeat enemy units, units may be either promoted for bonuses or forgo their promotion in lieu of being completely healed. Another departure from previous games is that units are no longer always destroyed if defeated in combat.[14]
[edit] Research
Technology trading has been removed in favor of joint technological ventures. Two civilizations at peace can form a research pact, which for an initial investment of gold will provide both with a random unknown technology after 20 turns as long as they remain at peace.[15] However, it is possible for a civilization to sign a research agreement for the sole purpose of getting an enemy to spend money which could be used for other purposes; AI civilizations are programmed to sometimes use this tactic before declaring war.[16]
[edit] Social Policies
In a change to the culture system, in Civilization V players have the ability to "purchase" social policies at the expense of earned culture [17]. These social policies are made up of ten separate trees, and filling out five of the ten trees is a requirement to win a cultural victory. These policies replace the "Civics" government system of Civilization IV; the main difference is that the player had to switch out of old civics to adopt a new one, while social policies are cumulative bonuses. According to Jon Shafer, "With the policies system, we wanted to keep the feel of mixing and matching to construct one's government that was part of Civ IV, but we also wanted to instill a sense of forward momentum. Rather than having to switch out of one policy to adopt another, you build upon the policies already unlocked. The thought process we want to promote is "What cool new effect do I want?" rather than the feeling of needing to perform detailed analysis to determine if switching is a good idea." [18]
[edit] City-states
City-states, a new feature to the series, are non-expanding minor civilizations that can be interacted with. They can be conquered outright, or befriended for bonuses such as resources and units. There will be three types of city-states, each with different personalities and bonuses: maritime, cultured, and militaristic. A city state will have the potential to play a prominent role in diplomacy among larger civilizations, as well as make specific requests and grant rewards.
XiaNaphryz said:Have you tried re-verifying your game cache?
SRG01 said:Is there any way to purchase whatever you're currently building? I can only rush-buy things on the list that aren't built yet...
AstroLad said:madden barely changes anything. ever. their big change this year was that they reconfigured the buttons you press for audibles and hot routes and they created a "feature" where the cpu automatically picks plays for you.
even the people who hate the game acknowledge (and complain about the fact) that it's a huge change.
Yes, Prince is the new Noble.Shambles said:One thing I found odd was that they kept every difficulty rating from previous games except the Noble difficulty which is what I would consider 'normal' difficulty for the series. Is prince the new noble?
Zzoram said:Yes, Prince is the new Noble.
Cday said:No dice. I redownloaded it last night to make sure it wasn't a pre load thing and it downloaded as 5.5gb whereas the game folder is 4.44gb. I'll have to take it up with steam.
Were you building a wonder? If so you can't buy wonders.
SRG01 said:Units actually. I want to buy my current unit, but I can't? Can anyone take a screenshot and highlight it for me?
SRG01 said:Units actually. I want to buy my current unit, but I can't? Can anyone take a screenshot and highlight it for me?
Cday said:
Macattk15 said:So I take it that it is best to diversify the roles of your cities? Such as make one or two cities your warmongering unit producing cities and then have the other cities focus on either Wonder building / Science boosting / etc.?
I'm like 5 hours into a 8 CPU game on Easy difficulty (working my way up) and I'm basically wayyyyyyy ahead of all the other civs ... at least the ones on the same continent that I can easily see.
Of course if I didn't go to war with Hiawatha and Nobunaga early on when they started to get larger and scarier than me then the situation might be different.
But I find going into games ... I don't really have a plan as to what I should be researching. I'm relatively new to the Civ series ... I did play 3 and 4 a small amount, but never enough to truly think about all the tech trees / units / buildings and so on.
So I build a ton of stuff all willy nilly in each city and research what I think looks good at a time not TRULY paying attention to what leads to what .... it seems to be working though (on easy difficulty) as my capital is gigantic and takes up a huge chunk of the land and churns out military units in 1-3 turns.
Aaron said:I'm playing at Prince and it's too easy. I bowled over two civs and drove back a major invasion without losing a city. My only problem is chronic unhappiness.
SRG01 said:Nono, you're not understanding. From that screen shot, I want to buy Public School, not the other buildings. How would I do that? Civ4 allowed me to rush-buy things that were already in production so I won't have to pay more than I would need to. Can I do the same thing in Civ5?
SRG01 said:Nono, you're not understanding. From that screen shot, I want to buy Public School, not the other buildings. How would I do that? Civ4 allowed me to rush-buy things that were already in production so I won't have to pay more than I would need to. Can I do the same thing in Civ5?
Whoompthereitis said:One thing I really don't get is building roads- that is, I don't do it. Should I be doing it? What do I need to know?
"This game will unlock in approximately 4 hours."Corky said:so is the game up for us europeans or people still fiddling with proxys? If so, when is the game supposed to be up?
Ryuukan said:You need roads to supply resources to all your cities, absolute must.
Whoompthereitis said:Cool. In a couple of hours my friend's popping by. He's a Civ vet, so I'll get him to give me a road tutorial.
archnemesis said:"This game will unlock in approximately 4 hours."
Whoompthereitis said:Cool. In a couple of hours my friend's popping by. He's a Civ vet, so I'll get him to give me a road tutorial.
Whoompthereitis said:One thing I really don't get is building roads- that is, I don't do it. Should I be doing it? What do I need to know?