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Civilization V |OT| of Losing My Religion, And I Feel Fine...

Najaf

Member
Sblargh said:
Just to complete the oil question, you do it with a work boat.

And be sure to park a destroyer on that once its up if it is your only source of oil. The AI on the harder difficulties will constantly be poking at it with subs if you leave it unprotected.
 

Zero Hero

Member
Had to attack a city state for the first time because they had coal and I didn't. Elizabeth didn't care for it and declared war with me after a couple rounds attacking the city state. She attacked me with 3 spearmen and 2 archers. After they were dispensed with, I pressed forward for a little revenge and there was nothing left. Not 1 other unit in her whole territory. So I ran my horseman around pillaging her strategic resources and capturing her workers. She went down pretty easy.

She even congratulated me on defeating her. :lol

Then the whole continent was mine.
 
I love this game. My only complaint? No Campaign mode where you are given goals to attain, achievements to, errr..achieve, specific enemies to defeat, etc.
The only game I've played like Civ V was Rise of Nations which was a real time strategy game (except for the Conquer the World map). I'm guessing RoN borrowed heavily from the first Civ games?
 
Slackbladder said:
I love this game. My only complaint? No Campaign mode where you are given goals to attain, achievements to, errr..achieve, specific enemies to defeat, etc.
The only game I've played like Civ V was Rise of Nations which was a real time strategy game (except for the Conquer the World map). I'm guessing RoN borrowed heavily from the first Civ games?
The best thing to do is to make your own campaign. Go into the game and say "I'm going to beat it with a cultural victory with this character" and strive towards that. Make different scenarios. And don't worry, someone will come out with mods that are campaign-like.
 

Borgnine

MBA in pussy licensing and rights management
Still in the early game but I set out for a science victory. I wanted to just try and be nice with everyone but I started on a peninsula and Beijing was smack dab in the middle of the bottleneck. It was owned by a real nice Chinese lady, we were getting along great and I think she really liked me. She was cute too. She even complimented me on the size of my army as I marched it over to destroy her. Felt pretty bad about it, but thanks for the 2 cities.

So I'd like to go with 4 cities with lots of food production to make citizens that I can turn in to science specialists when I get the appropriate buildings. Sound strategy?
 
Borgnine said:
So I'd like to go with 4 cities with lots of food production to make citizens that I can turn in to science specialists when I get the appropriate buildings. Sound strategy?

Yes, though you may want to build some trading posts too, rather than just farms, as the one social policy makes them give you 1 science each (it says 2, but it lies). Less science than specialists give you, but good to use if you don't have any more capacity for specialists.
 

Borgnine

MBA in pussy licensing and rights management
platypotamus said:
Yes, though you may want to build some trading posts too, rather than just farms, as the one social policy makes them give you 1 science each (it says 2, but it lies). Less science than specialists give you, but good to use if you don't have any more capacity for specialists.

Yeah I figured I'd switch it up eventually once I got enough people and can open up rationalism. Still new to the game and I just didn't want to start off on the wrong path and waste like 8 hours of playing because I didn't think of something obvious.
 

Meier

Member
I guess I am lucky in that I've only ever seen two bugs and they were minimal. One involved loading a game and having some of the graphical touches on the tiles not displaying correctly and the other time I had some of the tile graphics move around the map with me. It eventually fixed itself.

Other than that, I can run the game on max everything with 0 issues.
 

suaveric

Member
I've run in to a bug, I end my turn and the game just seems to sit there. Normally the computer's turn takes about 30-60 seconds to complete, but I let it sit there for ten minutes and nothing seemed to be happening. I went back to an earlier save and the problem didn't repeat, or so I thought. The same thing ended up happeningagain, just 10 or so turns later then the original instance.

I'm pretty close to a culture victory and I'd hate to throw away 6+ hours of work, is there a way around this?
 

AstroLad

Hail to the KING baby
Borgnine said:
Yeah I figured I'd switch it up eventually once I got enough people and can open up rationalism. Still new to the game and I just didn't want to start off on the wrong path and waste like 8 hours of playing because I didn't think of something obvious.
i always do this in civ. play like 4-6 hours then go meh shoulda done y instead of x and just restart. even if i'm still in the running :lol. helps that i love the early game so much
 

No_Style

Member
noise36 said:
I dont understand diplomacy; every time a civ talks to you you have to guess who they are friends with and guess what they think of you and guess what impact your trading will have on other civs.

Please tell me there is better info on whats going on with regard to civ relations like civ 4?

Body language tells a lot. I noticed the Caesar started to talk to me while leaning forward instead of being laid back when I started to expand a bit more. And Japan's leader was clenching his fists when talking to me as well. (I'd be pissed if someone dropped a culture bomb on me as well)

Still have no idea how to determine relationships between otherr Civs tho.

Meier said:
I guess I am lucky in that I've only ever seen two bugs and they were minimal. One involved loading a game and having some of the graphical touches on the tiles not displaying correctly and the other time I had some of the tile graphics move around the map with me. It eventually fixed itself.

Other than that, I can run the game on max everything with 0 issues.


I had that happen as well. :lol I was wondering why there were fishes swirling around the plains of Africa. :lol

I fixed it by zooming in and out and shifting around the map.
 

Najaf

Member
Meier said:
... having some of the graphical touches on the tiles not displaying correctly and the other time I had some of the tile graphics move around the map with me. It eventually fixed itself.

This is the only issue I have had as well, and only a few times. I usually fix it by scrolling over to some fog of war and then back.
 

Wes

venison crêpe
suaveric said:
I've run in to a bug, I end my turn and the game just seems to sit there. Normally the computer's turn takes about 30-60 seconds to complete, but I let it sit there for ten minutes and nothing seemed to be happening. I went back to an earlier save and the problem didn't repeat, or so I thought. The same thing ended up happeningagain, just 10 or so turns later then the original instance.

I'm pretty close to a culture victory and I'd hate to throw away 6+ hours of work, is there a way around this?

I've had this happen once. I still managed to get into the menu I think and I just reloaded the nearest autosave, or saved it and just loaded it straight away.
 

Ysiadmihi

Banned
Unhappiness from occupation should really just go away after time. I captured a Roman city 2 turns after it was built and I'm still getting extra unhappiness from it 200 turns later.

I know I can build a courthouse but come on, why should I have to, given the circumstances?
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Ysiadmihi said:
Unhappiness from occupation should really just go away after time. I captured a Roman city 2 turns after it was built and I'm still getting extra unhappiness from it 200 turns later.

I know I can build a courthouse but come on, why should I have to, given the circumstances?
Because the city's descendants continue telling of the legacy of oppression and are taking "Never forget" to a new level. You're not doing enough to stamp down the movement. Get that courthouse built, this ain't EU3. ;)
 
Ysiadmihi said:
Unhappiness from occupation should really just go away after time. I captured a Roman city 2 turns after it was built and I'm still getting extra unhappiness from it 200 turns later.

I know I can build a courthouse but come on, why should I have to, given the circumstances?
Because you're an uncaring ruler that refuses to build the 1 building that you know will solve the situation. I'd be unhappy too.

Insensitive bastard.
 

Firebrand

Member
And another session ended in a crash. Sigh. I hope they're logging application crashes.

Still haven't figured out how to deal with city states, seems like that would be a huge money sink. I take it gifting gold still is preferrable to gifting units unless one wants to get rid of some?

Also annoyed by the deals constantly expiring, especially when it's open borders and I'm exploring their territory. Would be better if it just stuck until someone cancels it.
 

AstroLad

Hail to the KING baby
build roads if they're close and knock out encampents/barbarians when they ask. also get a huge boost for helping them out in a war. i don't gift them very much unless i'm greece and even then only the 500/1000 gifts to keep them bffs. unless i'm greece or going for diplomatic victory i just think of them as little sidequests with nice perks. they did bail me out big-time once with timely units
 
Ysiadmihi said:
Unhappiness from occupation should really just go away after time. I captured a Roman city 2 turns after it was built and I'm still getting extra unhappiness from it 200 turns later.

I know I can build a courthouse but come on, why should I have to, given the circumstances?

You think that's bad, I captured Washington, built a courthouse, and later (probably 80ish turns) got in a war with the Greeks. They captured the city for exactly 1 turn before I took it back. Courthouse gone, city in full rebellion mode, occupation penalty back.
 

Ysiadmihi

Banned
XiaNaphryz said:
Because the city's descendants continue telling of the legacy of oppression and are taking "Never forget" to a new level. You're not doing enough to stamp down the movement. Get that courthouse built, this ain't EU3. ;)

I'm sure that's their idea behind the occupation unhappiness, but it's moronic. It just feels implemented in such a way so they can force players to use puppet cities.
 

Firebrand

Member
AstroLad said:
build roads if they're close and knock out encampents/barbarians when they ask. also get a huge boost for helping them out in a war.

Should I connect a road all the way between them and one of my cities you mean? This makes them happy? I guess I should read that manual. :lol I don't think I'm gonna win my first game, I have no strategy so I don't deserve to.
 

AstroLad

Hail to the KING baby
sometimes they request a road to them and that gives a big boost. only helpful if close though otherwise the maintenance costs will kill you.
 
The AI is brutal on prince difficulty on 1 big continent.

I'm right in the middle, conquered the Japanese early on who were to my north. Then the Germans, Arabs, Americans and Iroquois. All declared war on me. I somehow managed to survive by just being defensive (but conquering the Arabs, they were only 4 cities).

I've been in a constant state of war for 300 years. Then I finally get some quiet time and the Siam nation and the Iroquois, both declare war on me at the same time. They are the two biggest factions, the Siam conquered America and the english, Iroquois took out the massive roman empire.

I am doomed. Oh and I'm behind their tech as well cause i got really screwed over money/population/science/culture whilst fighting 4 massive nations at once.

1 Big continent is tough.
 

Najaf

Member
AstroLad said:
sometimes they request a road to them and that gives a big boost. only helpful if close though otherwise the maintenance costs will kill you.

Only if you leave it there. I build the road and the moment I get the bonus, I use the same worker to remove the road all the way back to the capital. You still keep the bonus and it doesnt hurt your relations. There is no other benefit of having a road to a city state.
 

AstroLad

Hail to the KING baby
oh that's cool never tried that but then again i don't run many workers so i never had the spare to lose for the 50-some turns it would take to build a road out to some of these places. i'll give it a shot next game
 

Zzoram

Member
The AI gets hostile with you under the following conditions:

You have touching borders (you're in their way)
You conquered someone else's cities (they think you're a warmonger)
You built too many wonders (they fear your progress)

The AI will usually move troops to your border before declaring war. Move equal troops to match them at the border and the AI will often delay declaring war upon seeing that you're not defenseless.
 

AstroLad

Hail to the KING baby
Do roads get broken randomly? I notice once in a while notifications saying my trade routes have been broken. No barbarians or enemies around since I have every area patrolled. I just send someone to route to from capital but never really paid attention to what's really going on.
 
I don't think gifting units to city-states gives nearly enough reward. You get way more favor for 250 gold than you get giving them a 1300 gold unit that took 35 turns to build. It's probably better to gift than to just delete when you have excess units but I don't think they should have been quite so stingy with the favor reward.

City-states also just aren't aggressive enough, I've given up on woo-ing the militaristic ones because they don't do squat aside from giving me a free unit once every millenia. Granted, thats helped me in a couple of rough times but I seem to be having a lot more success with the maritime/cultural focused city states.

In my current game I formed an alliance with Ghandi and we declared war on China. Unfortunately Ghandi must be suffering from Alzheimers in his old age and has forgotten he should be sending units that way. Now I am at war with China, who has a much larger military (although I have much better positioning since I took over a nearby city-state right next to their border) while Ghandi has yet, in over 50 turns, to send a single unit into Chinese territory. Instead I see him bouncing around a bunch of spearmen/archers in some wierd dance on the other side of India.

Even worse, apparently Arabia was all buddy-buddy with China and started tossing threats my way and when all my treaties/trade agreements with him expired he now refuses to renew them. I was relying on some of his luxuries for happiness.

If we had a better diplomacy screen I might have tried to bribe him to my side first or waited another 20 turns or so to build something for happiness.
 

Ysiadmihi

Banned
AstroLad said:
Do roads get broken randomly? I notice once in a while notifications saying my trade routes have been broken. No barbarians or enemies around since I have every area patrolled. I just send someone to route to from capital but never really paid attention to what's really going on.

Usually happens when you have a trade route going through a city-state and they revert back to Neutral.
 

AstroLad

Hail to the KING baby
Ysiadmihi said:
Usually happens when you have a trade route going through a city-state and they revert back to Neutral.
That makes sense, wasn't the case here though as all the city states are on the edges of my empire and I have no roads going through them. I noticed that one of the road tiles went to recommending building a road but there was already a road there and I couldn't built. Then it went away. Might just be a glitch.

Someone asked this earlier but is there a way to see how much trade routes will yield to see if the road maintenance cost is justified before building?
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
DurielBlack said:
In my current game I formed an alliance with Ghandi and we declared war on China. Unfortunately Ghandi must be suffering from Alzheimers in his old age and has forgotten he should be sending units that way. Now I am at war with China, who has a much larger military (although I have much better positioning since I took over a nearby city-state right next to their border) while Ghandi has yet, in over 50 turns, to send a single unit into Chinese territory. Instead I see him bouncing around a bunch of spearmen/archers in some wierd dance on the other side of India.
He secretly wants you to lose. I do this all the time, agreeing to go to war with a Civ and letting them go it alone because I want them to get knocked down a couple pegs and it's easier to have someone else do it. :lol
 

TriniTrin

war of titties grampa
AstroLad said:
That makes sense, wasn't the case here though as all the city states are on the edges of my empire and I have no roads going through them. I noticed that one of the road tiles went to recommending building a road but there was already a road there and I couldn't built. Then it went away. Might just be a glitch.

Someone asked this earlier but is there a way to see how much trade routes will yield to see if the road maintenance cost is justified before building?

Maybe Barbs can destroy your road? Only other thing I can think of
 

Najaf

Member
Firebrand said:
Still haven't figured out how to deal with city states, seems like that would be a huge money sink. I take it gifting gold still is preferrable to gifting units unless one wants to get rid of some?

City states are beastly. Well, two of them are. Maritime and Culture are amazing. I first scout for a Maritime city-state while saving up 250 in gold. I'll find them then just fortify next to a nearby barb camp and wait for them to ask someone to take it out. As soon as they do, I knock it out earning their ally status. I immediately spend the additional 250 to get a solid long ally relationship going.

With maritime in ally status you get their resources as well as +4 food in your capital and +2 in the rest of your cities. This allows you to work less farms and focus on production. I've had matches where I was allied with two maritime city states and enjoying that +8 food plus a few riverside farms. This makes your population skyrocket in the early game and allows you to really crank out the wonders or troops, depending on your goals.

Using a combo of wonders and social policies, I enjoyed a +20 culture per turn from a single cultural city state. They are well worth the investment. Towards the mid game of my twin maritime city state ally game I got to the bottom of the social tree that focuses on them. I was getting their 33 percent contribution each from their science, boosting my capitals science to 154 beakers per turn working 4 academies. The food allowed me to focus on mining and money production enough that I was constantly giving them the full 1000 gold easily before the pact ran up.

The only thing to be aware of, especially in multiplayer, is that these city states will be targeted by your enemies when they see how much you are gaining. They are great though. I was quick to judge them as being a poor addition, but I have done a complete 180 on that. They add so much depth and require a lot of thought into how you are going to approach the game.
 

punkypine

Member
so the way i look at it so far, if my civilization is pretty successful and producing at a rate i that i'm happy with, i should always just create puppet cities so that i dont take on any of the downsides and let them add to whatever they want? it just seems like puppets are far superior to annexed cities unless you really need more cities
 

f0rk

Member
punkypine said:
so the way i look at it so far, if my civilization is pretty successful and producing at a rate i that i'm happy with, i should always just create puppet cities so that i dont take on any of the downsides and let them add to whatever they want? it just seems like puppets are far superior to annexed cities unless you really need more cities

The city build AI is really bad and can end up killing you with maintenance costs.
 

Najaf

Member
punkypine said:
so the way i look at it so far, if my civilization is pretty successful and producing at a rate i that i'm happy with, i should always just create puppet cities so that i dont take on any of the downsides and let them add to whatever they want? it just seems like puppets are far superior to annexed cities unless you really need more cities

As said above, the buildings the AI chooses to build will likely not match your needs and the maintenance costs will grow rapidly. I either raze them immediately or annex them and let them crank away on those courthouses for 40+ turns. It all depends on what buildings survived. If you don't know, all cultural buildings get destroyed like monuments, and other buildings have a 66% chance of surviving (if I remember correctly; its in the civilopedia). If some key buildings survived like a library, barracks, and harbor it might be worth keeping. Otherwise, you might as well raze it and send a settler over to start it again. After all, all the improvements will still be there and you will not take a hit in the happiness department. Wonders are also something to consider as they can shift the game in your favor.
 

Spire

Subconscious Brolonging
punkypine said:
so the way i look at it so far, if my civilization is pretty successful and producing at a rate i that i'm happy with, i should always just create puppet cities so that i dont take on any of the downsides and let them add to whatever they want? it just seems like puppets are far superior to annexed cities unless you really need more cities

Once you get a courthouse built in the annexed city, there really isn't any downside. Being able to control production is incredibly important, even more so if you're currently in a war or going for a specific victory goal, like the space race. Managing your specialists is also important if you're having financial or production problems.
 
Rad- said:
Yeah, had a similar situation myself. That really needs to be fixed. I think the ruins should just give a large XP boost and not evolve the unit.

They should just make it so that units can't be upgraded beyond what's possible to get in your current age. When a unit at the maximum upgrade level for that age steps on a ruin, the upgrade chance should be %, and all the other chances should be increased proportionally to compensate.
 

Zeliard

Member
Do the turns scale with the match type? As in, if I'm playing on Epic, does it actually take more turns to get to the year 2050, or does it just take more turns to get stuff done?
 

Najaf

Member
Zeliard said:
Do the turns scale with the match type? As in, if I'm playing on Epic, does it actually take more turns to get to the year 2050, or does it just take more turns to get stuff done?

Yes they scale, big time. A standard match is 500 turns on a normal sized map. In marathon, its 1500 turns and epic is 750.
 

Zzoram

Member
Zeliard said:
Do the turns scale with the match type? As in, if I'm playing on Epic, does it actually take more turns to get to the year 2050, or does it just take more turns to get stuff done?

Ya it scales the years too so there are more turns overall.
 

Zeliard

Member
Najaf said:
Yes they scale, big time. A standard match is 500 turns on a normal sized map. In marathon, its 1500 turns and epic is 750.

Good to know. Though I guess it wouldn't ultimately make a huge difference if it also takes exponentially longer to build stuff.
 

Najaf

Member
Zeliard said:
Good to know. Though I guess it wouldn't ultimately make a huge difference if it also takes exponentially longer to build stuff.

It takes a bit longer, but you actually can start and finish wars in one age using the same types of troops. In a standard game, one can start a war with musketmen and wrap it up with mechanized infantry if it is an even match. Your guys also move at the same speed, so when you go exploring or sailing, you can get stuff done in a reasonable time, especially on a huge map type. No more taking 100 years to sail around the globe.
 

zoku88

Member
Actually, this is somewhat of an important question. In this game, do you have foreign trade routes?

I know you did in Civ IV, but I'm not sure about this game.
 

Ysiadmihi

Banned
zoku88 said:
Actually, this is somewhat of an important question. In this game, do you have foreign trade routes?

I know you did in Civ IV, but I'm not sure about this game.

It really doesn't seem like it. Maybe it's because they want you to build less roads this time around.
 
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