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

Spire

Subconscious Brolonging
1. Attempt #1 was to try and leverage Germany's ability with recruiting barbarians, coupled with the social policy that reveals new barbarian encampments to produce an early military and quickly take over a couple neighbors. Then proceed on to a military victory...

This plan worked great. Maybe too great, as I quickly found myself over expanded after taking out 2 other nations + a couple city-states + was using settlers to expand also. I was stuck in a long haul of building courthouses (some with upwards of 50+ turn build times.) This allowed other nations to basically catch up to my unit count, and France used this opportunity to amass a huge army at my northern border.

I believe my fail here was not leaving them as puppets long enough (or perhaps, permanently?) What is the general consensus on when to annex vs. when to puppet? Is it always better to annex if you can afford the happiness? Is happiness always ok as long as you stay above zero?

I ended up having to turtle up but this somewhat worked out ok as I had huge amounts of science generating, and was able to achieve a science victory.

If you plan on taking over a large number of cities, puppet them to start. Unhappiness exists solely to keep you from expanding too fast and if you annex everything you conquer right off the bat you will find yourself in a hole. Generally I puppet everything in the country I'm conquering until I've finished and then I slowly annex the cities as more happiness-generating buildings and new luxury resources come online. Also, you can survive with a little unhappiness (as all that does is slow down how fast your cities population grows) but DO NOT let it get to 10 unhappiness. At 10 and below, your units lose 33% of their strength and your cities produce stuff much slower. Severe unhappiness will gimp your army and keep you from producing new units at a reasonable pace, it is very, very bad.


Pacman2k said:
2. My second try was as Siam, going for a culture victory. Having only 2 cities, happiness was through the roof, and I had obtained just about every wonder possible, but I was still not generating enough culture to get my 5 policies maxed before 2050. (I think I was generating 110-120 per turn.) I was nearing 2050 and still had 3 more I needed to unlock.

Relation with city-states was good, but mostly via gold donations... This was putting quite a strain on my economy but I had no choice but to keep paying them because I needed the allies. They were generating basically all of my units for me and a good chunk of science (via that social policy that siphons 33% of allied states science)

Towards the end I felt annihilation was brewing as Arabia, who had swallowed up the entire rest of the continent I was on, minus one city-state, was amassing a HUGE force at my borders. Naturally my science was lagging way behind as well so I was facing tanks with my... elephant rider units and crap like that. It was scary looking.

I switched gears and tried to go for a UN victory, manage to get the research needed but Arabia crushed me before I could build the UN building. :(

I still want to achieve a proper culture victory... any pointers?

Use your gold to stay allies with cultural city states. If they were giving you units that means they were militaristic and not really adding to your culture. Focus on building wonders, gold and culture and stick what military units you have along your borders to ward off enemies (they seem to attack less when you have units lined up along your border). With a few allied cultural city states and the right wonders, you can produce 200+ culture a turn easily after awhile.


General question #1: Is the *base* production / build times of a city dictated by the number of citizens? I know there are lots of bonuses to production like via workshops and what not but where does the base value come from? Is it a good plan to tell your workers to optimize "hammers" first?

Production is based mainly on the number of production producing tiles in the cities radius (mines and lumberyards boost this). If the terrain and improvements aren't giving your city much production, it will never have much no matter how many production boosting buildings and monkeying with the specialists you do. When you go to the city screen (or toggle on the "Show Yield Icons" button) it will show you how much production (and food and gold) is being produced by each tile around your city. Toggling on the Yield Icons button is a great way to decide where to plant a new city, you might get familiar with it. Messing with specialists and your population to boost production (or science or what have you) can be a great way to optimize your civ but you have to be careful not to ignore other factors. Focusing everything on production will undercut your science, growth, and gold production. I tend to only mess with it when I really need something made fast or a quick influx of gold or something and then I change it back to the way it was. I might mess with it more when I get more comfortable with how everything balances out but for now I don't touch it much.


General Question #2: In general I feel like having to switch gears like that mid game means you fucked up... I think in both cases I would have been utterly destroyed if I wasn't playing on the default difficulty (level 2 or whatever) - Is this true, or do you find yourselves having to switch gears like this mid game even on the higher difficulties? (and does it turn out successful?)

Uh, it depends. It is almost impossible to switch gears from going the conquest route to the cultural victory route as once you've amassed a large number of cities getting culture is a real bitch. I know it's not that hard to go from conquest to a science victory though, and probably vice versa. I haven't tried for a diplomatic victory yet so I can't really say in regards to that. Switching gears mid-game doesn't necessarily kill you but it can be very hard. If it doesn't look like you're going to win on your current path, I can't see any harm in switching though.
 

Najaf

Member
I started up a huge Earth map using the true start mod and played with my Japanese. These poor guys... Japan, on the huge Earth map has four tiles you can 'explore' to the south. Mt. Fuji blocks access to the north. There is limited food and hammer. So basically I settled my city, walked my warrior down three turns, then had to sit there until I researched optics so I could sail around Mt. Fuji to the north.

Civ IV had a great true start Earth map for Japan. Civ V desperately needs to release the map editor so I can balance out the land for island nations. It would mean making Japan not to scale, but come on, four tiles? It needs to double the width of the island and make it a bit longer. I miss the world editor in game too. I wanted to be able to pop off the fog of war and see all the starting locations.
 

Sober

Member
Najaf said:
I started up a huge Earth map using the true start mod and played with my Japanese. These poor guys... Japan, on the huge Earth map has four tiles you can 'explore' to the south. Mt. Fuji blocks access to the north. There is limited food and hammer. So basically I settled my city, walked my warrior down three turns, then had to sit there until I researched optics so I could sail around Mt. Fuji to the north.

Civ IV had a great true start Earth map for Japan. Civ V desperately needs to release the map editor so I can balance out the land for island nations. It would mean making Japan not to scale, but come on, four tiles? It needs to double the width of the island and make it a bit longer. I miss the world editor in game too. I wanted to be able to pop off the fog of war and see all the starting locations.
Sounds like me trying to play Archipelago, my starting zone was literally an island that was 5 tiles. Had to sit there and hit end turn til I researched optics.
 

Najaf

Member
Pacman2k said:
I still want to achieve a proper culture victory... any pointers?

1: Is the *base* production / build times of a city dictated by the number of citizens?
Is it a good plan to tell your workers to optimize "hammers" first?

2: In general I feel like having to switch gears like that mid game means you fucked up... I think in both cases I would have been utterly destroyed if I wasn't playing on the default difficulty (level 2 or whatever) - Is this true, or do you find yourselves having to switch gears like this mid game even on the higher difficulties? (and does it turn out successful?)

Ok. Cultural victories. First, don't use the militaristic city states. Use the cultural and maritime ones. The cultural city states will make your culture go through the roof and as I have mentioned in detail earlier, the maritime ones allow for rapid growth. You have it right to keep the city count down, but you need to start prioritizing certain wonders. Great artists are going to be your best friend so beeline to wonders that give you free ones. You need to get as many cultural multiplying buildings as possible as well. In your capital, you can get well past 100 culture per turn with the help of some city states and the right buildings/wonders/specialists. Then, just focus on defense. Build defense upgrades like walls and castles. Keep your coastal cities blockaded with navy, and keep your hilltops populated (within your borders) with ranged units. Having a solid army, while costly, will encourage the AI not to go to war with you. Do not get units from city states. These will never come with promotions, meaning you need to be fighting to have good upgraded units in the late game.

The base production in cities is not related to the number of citizens. It is only related to the tiles worked and the building modifiers.

As far as switching gears goes, that is part of the game. It is important to have a destination to work toward. But it is equally important to realize when, for instance, a cultural victory is no longer viable.
 

Rad-

Member
Najaf, the world editor is already out. You can download it on Steam -> Library -> Tools -> Civilization V SDK. It's pretty awesome as it allows you to turn Civ 4 maps to Civ 5 maps.
 

Najaf

Member
Rad- said:
Najaf, the world editor is already out. You can download it on Steam -> Library -> Tools -> Civilization V SDK. It's pretty awesome as it allows you to turn Civ 4 maps to Civ 5 maps.

Woot. I can't wait to get home now.
 

dream

Member
Let's talk Great Scientists. What are you guys doing with them? I can't decide if it's better to lightbulb techs or to build academies. With the libraries no longer acting as multipliers, it seems difficult to really benefit from the +5 science early on.
 
Ugh, I have a bug.

I declared war on Arabia and had captured a city and was in the middle of sieging it's capital, when their leader offered me a ton of money, resources and cities. I puppet state'd all four of the cities he gave me but now I'm stuck on the "choose production" screen. And I have no way to choose production for these cities.

I googled around and it seems I can get around it by annexing all the cities and choosing production, but that is gonna cause a big hit to my happiness.

Is there any other way around this?
 

Ysiadmihi

Banned
sublime085 said:
Ugh, I have a bug.

I declared war on Arabia and had captured a city and was in the middle of sieging it's capital, when their leader offered me a ton of money, resources and cities. I puppet state'd all four of the cities he gave me but now I'm stuck on the "choose production" screen. And I have no way to choose production for these cities.

I googled around and it seems I can get around it by annexing all the cities and choosing production, but that is gonna cause a big hit to my happiness.

Is there any other way around this?

Happened to me too. Unfortunately, the solution you found seems to be the only one atm.
 

Sober

Member
Okay so I spent about an hour spamming settlers with the "Settling Cities" tutorial (also, the tutorials are HORRIBLE compared to Civ 4's). Also, the manual is too general about stuff, even the Civilopedia is a little vague on some subjects.

So here's what we know but don't really tell us in the manual:

-City has a base value of 2 food/2 hammers/1 gold
-Maximum city expansion is 36 tiles (so 3 tiles distance from the city in all directions)
-Settling a city on a hill tile does not provide anything except a defensive bonus
-Settling a city on a river tile does not provide a gold bonus
-Settling a city on a forest/jungle strips it off (duh) and gives you the base value of the terrain underneath, not that it matters.
-Settling a city on any resource will grant it to you. Strategic resources are granted, luxury resources are added whether or not you already have one or not, bonus resources apply to the tile's yield.
-If you settle on a resource, the base values (food/hammer/gold) of the city will be checked versus the yield the tile currently provides for maximum benefit (golden age benefits do not apply, or matter in the end). Catherine's UA applies to the letter, no exceptions.
--e.g. Plains River with (4) Horses as Catherine will grant 1 food/3 (1+1+1) hammers (tile, resource, UA)/2 gold -- settling a city on this tile will give you a city with 2 food/3 hammers/2 gold, along with 8 horses.
--e.g. Hill with Gems tile, will grant 2 hammers/3 gold. Settling a city will result in 2 food/2 hammers/3 gold.
--e.g. Desert tile with wheat will grant 1 food. Settling a city will result in 2 food/2 hammers/2 gold.


---incorrect info, just here for no reason---
-Settling a city on a bonus resource (e.g. cows, wheat) grants you the bonus yield it provides but no longer makes it improvable. Wasted because you can easily put something down on it to boost the yield. This adds to the base value of the city tile.
-Settling a city on a luxury resource (this is where it gets weird) gives you the (+5) happiness but provides you with the benefits of it being worked (e.g. 2 gold). This adds to the base value of the city tile.
-Settling a city on a strategic resource will grant you the resource. Catherine's UA does not apply if your city is on a strategic resource (+1 hammer on strategic resources; it still doubles).
---incorrect info, just here for no reason---

Basically, for any resource: Up to you if you think you can defend the improvement over the city; the former would give better yield to the tile over defensibility.

Also, Bonus/Luxury resources are misleading:
-The tooltip has two parts: "When Improved: 5 Happiness" (luxury only) / "When Worked by a City: <benefit>"
-The second part should really read "Benefits to tile" or something, because it's really just listing the yield it offers to the base terrain. So a grassland with cotton on it is 2 food/2 gold, but if you work it with a citizen it only gives you that, not anything extra.

Also, there is nothing in the manual or Civiliopedia about the benefits of marble on wonder building. So the city the tile belongs to gets the +25% Production bonus if it has a city or mine (?) on it (need to check the latter one). I need to see what happens if it gets swapped between cities though.

So really, the best case scenario is to build a city on the crappiest tile possible around the ones you want. Only consider a river/coast if you want a watermill. Hills if you need defense, otherwise build around, also allowing you to build a windmill. Desert for solar panels might not work out unless you get a desert/floodplain/river combo.
 

Najaf

Member
dream said:
Let's talk Great Scientists. What are you guys doing with them? I can't decide if it's better to lightbulb techs or to build academies. With the libraries no longer acting as multipliers, it seems difficult to really benefit from the +5 science early on.

I always go with academies. +5 bpt (beakers per turn) is huge. While it may seem trivial at the start, if you invest your great scientists in academies you can build quite the research city. In one of my current multiplayer games I have 4 academies in one city and am at 154 bpt, from just that one city. Lightbulbing techs is not necessary if you have a good science city. So you might get to grab a tech that would take you 30+ turns to research, but what does it get you? Units you cannot afford to build? Access to other expensive techs? Academies are really powerful in this game, especially down the line if you have multiple ones in a single city because they get combined with the multiplier buildings. They are even more valuable at the start of the game. An academy will keep giving all game long, versus dumping it on one tech.
 

zoku88

Member
Najaf said:
Ok. Cultural victories. First, don't use the militaristic city states. Use the cultural and maritime ones. The cultural city states will make your culture go through the roof and as I have mentioned in detail earlier, the maritime ones allow for rapid growth. You have it right to keep the city count down, but you need to start prioritizing certain wonders. Great artists are going to be your best friend so beeline to wonders that give you free ones. You need to get as many cultural multiplying buildings as possible as well. In your capital, you can get well past 100 culture per turn with the help of some city states and the right buildings/wonders/specialists. Then, just focus on defense. Build defense upgrades like walls and castles. Keep your coastal cities blockaded with navy, and keep your hilltops populated (within your borders) with ranged units. Having a solid army, while costly, will encourage the AI not to go to war with you. Do not get units from city states. These will never come with promotions, meaning you need to be fighting to have good upgraded units in the late game.

The base production in cities is not related to the number of citizens. It is only related to the tiles worked and the building modifiers.

As far as switching gears goes, that is part of the game. It is important to have a destination to work toward. But it is equally important to realize when, for instance, a cultural victory is no longer viable.
I found military city states to be somewhat advantageous, since they granted me troops that I didn't have time to build for myself.

Actually, I almost never built my own units at all (or bought them, since I seem to be poor at managing money with few cities.)
 

Najaf

Member
Sober said:
Only consider a river/coast if you want a watermill. Hills if you need defense, otherwise build around, also allowing you to build a windmill.

Good post overall. Obviously coast cities provide networks without road with harbors. (very big in my strategy) Building by rivers, especially at a river's bend so it touches two or more sides of your city is huge as well as this provides better defense. There will be a penalty for people attacking the city over the river allowing you to focus defense units on the other side. If you build next to a hill, you are inviting trouble as attackers will gain the defense bonus on the hill making them harder to beat.


zoku88 said:
I found military city states to be somewhat advantageous, since they granted me troops that I didn't have time to build for myself.

Actually, I almost never built my own units at all (or bought them, since I seem to be poor at managing money with few cities.)

Remember, you still pay maintenance on gifted units.
 

punkypine

Member
Najaf said:
Good post overall. Obviously coast cities provide networks without road with harbors. (very big in my strategy) Building by rivers, especially at a river's bend so it touches two or more sides of your city is huge as well as this provides better defense. There will be a penalty for people attacking the city over the river allowing you to focus defense units on the other side. If you build next to a hill, you are inviting trouble as attackers will gain the defense bonus on the hill making them harder to beat.




Remember, you still pay maintenance on gifted units.

do rivers count as "roads" for trade purposes? if they dont, they should
 

dream

Member
Najaf said:
I always go with academies. +5 bpt (beakers per turn) is huge. While it may seem trivial at the start, if you invest your great scientists in academies you can build quite the research city. In one of my current multiplayer games I have 4 academies in one city and am at 154 bpt, from just that one city. Lightbulbing techs is not necessary if you have a good science city. So you might get to grab a tech that would take you 30+ turns to research, but what does it get you? Units you cannot afford to build? Access to other expensive techs? Academies are really powerful in this game, especially down the line if you have multiple ones in a single city because they get combined with the multiplier buildings. They are even more valuable at the start of the game. An academy will keep giving all game long, versus dumping it on one tech.

Makes sense. I guess I'm just weighing the value of +5 science when even some of the early techs require as much as 200 beakers to research. Admittedly, that's a really short-sighted view.

I wonder how viable it is to use a science city as a GP farm in Civ 5. Have you tried that?
 

dream

Member
Beaulieu said:
So why should I keep my city-count down for a cultural victory ?

Every additional city you have increases the amount of culture you need to adopt a new social policy so keeping your city-count low lets you fill out the 5 policy branches you need quicker.
 

Beaulieu

Member
dream said:
Every additional city you have increases the amount of culture you need to adopt a new social policy so keeping your city-count low lets you fill out the 5 policy branches you need quicker.

shieeet good to know... guess Ill have to raze a few city in my current game.
 

Zzoram

Member
Social policy costs go up 33% for each city you have above 1. The ideal for a cultural victory seems to be around 3-4 cities to generate the money you need to ally cultural city states, make the units you need for defense, and keep teching.
 

markao

Member
sparky2112 said:
Muchos gracias, senior. Good stuff...
Let me second that, thanks for the research Sober!!


And I need to cool down, just saw my cultural victory go down the drain with 20+ turns left. A, up until then, friendly neighbor showed up with tanks, helicopter gunships and sams. Normally bad luck new game, but played this game on a huge map (last time, to slow for my PC) and the loading slowdowns and excessive waiting, combined with game over, can make one person very angry. :D
 

moojito

Member
So my first game is turning into a bit of a mess. I have units of all types all over the place, and I'm just researching random things depending on what the advisors suggest. I imagine I'll bump into the 2050 limit before I do anything meaningful.

I'm interested in a scientific victory for my next game. Do any of you veterans have any general tips on what I'd be aiming to do for that?
 

belvedere

Junior Butler
I have plastics, I have refrigeration and still don't have the option to build an offshore drilling facility with my worker boat. Did I miss something?
 

leroidys

Member
Pacman2k said:
I'm a first time Civ player so there's a lot I am trying to get a handle on right now, but so far I've played through 2 maps and I have a couple comments/questions.

-----
1. Attempt #1 was to try and leverage Germany's ability with recruiting barbarians, coupled with the social policy that reveals new barbarian encampments to produce an early military and quickly take over a couple neighbors. Then proceed on to a military victory...

This plan worked great. Maybe too great, as I quickly found myself over expanded after taking out 2 other nations + a couple city-states + was using settlers to expand also. I was stuck in a long haul of building courthouses (some with upwards of 50+ turn build times.) This allowed other nations to basically catch up to my unit count, and France used this opportunity to amass a huge army at my northern border.

I believe my fail here was not leaving them as puppets long enough (or perhaps, permanently?) What is the general consensus on when to annex vs. when to puppet? Is it always better to annex if you can afford the happiness? Is happiness always ok as long as you stay above zero?

I ended up having to turtle up but this somewhat worked out ok as I had huge amounts of science generating, and was able to achieve a science victory.
-----

-----
2. My second try was as Siam, going for a culture victory. Having only 2 cities, happiness was through the roof, and I had obtained just about every wonder possible, but I was still not generating enough culture to get my 5 policies maxed before 2050. (I think I was generating 110-120 per turn.) I was nearing 2050 and still had 3 more I needed to unlock.

Relation with city-states was good, but mostly via gold donations... This was putting quite a strain on my economy but I had no choice but to keep paying them because I needed the allies. They were generating basically all of my units for me and a good chunk of science (via that social policy that siphons 33% of allied states science)

Towards the end I felt annihilation was brewing as Arabia, who had swallowed up the entire rest of the continent I was on, minus one city-state, was amassing a HUGE force at my borders. Naturally my science was lagging way behind as well so I was facing tanks with my... elephant rider units and crap like that. It was scary looking.

I switched gears and tried to go for a UN victory, manage to get the research needed but Arabia crushed me before I could build the UN building. :(

I still want to achieve a proper culture victory... any pointers?
-----

General question #1: Is the *base* production / build times of a city dictated by the number of citizens? I know there are lots of bonuses to production like via workshops and what not but where does the base value come from? Is it a good plan to tell your workers to optimize "hammers" first?

General Question #2: In general I feel like having to switch gears like that mid game means you fucked up... I think in both cases I would have been utterly destroyed if I wasn't playing on the default difficulty (level 2 or whatever) - Is this true, or do you find yourselves having to switch gears like this mid game even on the higher difficulties? (and does it turn out successful?)

So far loving this thing. Can't wait to get home and try again. :)

I've played most of my games on Quick, and it seems almost impossible to get a culture or science victory in the turn limit. I would suggest going on marathon or epic to get all those policies.
 

belvedere

Junior Butler
Ok wtf. I basically have an entire continent (not by force except for those who attacked me), have a huge sprawling army, economy and really happy people, then BAM, I'm defeated because I have too many foes?

WTF. Is it too late to go back and make more allies from a past save?
 

zoku88

Member
leroidys said:
I've played most of my games on Quick, and it seems almost impossible to get a culture or science victory in the turn limit. I would suggest going on marathon or epic to get all those policies.
Idk, social and science on normal are fair enough. (though, I did fail on one attempt, but I blame my position for that.)
belvedere said:
Ok wtf. I basically have an entire continent (not by force except for those who attacked me), have a huge sprawling army, economy and really happy people, then BAM, I'm defeated because I have too many foes?

WTF. Is it too late to go back and make more allies from a past save?
If people ganged up on you, and given that you probably took a lot of land by force, I'd say that most of them probably just hate you. Unless you just were just recently agressive, I don't think you have that much of a chance of having people not ganging up on you.
 

belvedere

Junior Butler
zoku88 said:
If people ganged up on you, and given that you probably took a lot of land by force, I'd say that most of them probably just hate you. Unless you just were just recently agressive, I don't think you have that much of a chance of having people not ganging up on you.

Is there anyway to get on their good side or am I screwed? Since they're pissed at me, I can't just give them gold for influence, but I did try to give them luxuries, etc, though that doesn't seem to be cutting it.
 
I swear the AI has no sense at all in diplomacy. I need gems. Germany has gems. Germany wants whales, spices, and incense for 90 turns of gems.

So I sign a pact of cooperation, research agreement, pact of secrecy against montezuma, and even go to war against montezuma when he attacks Germany. After all that, Germany still insists on wanting me to give up three luxuries for his one. You'd think Bismark would show some gratitude and actually offer a fair trade.
 

Blizzard

Banned
D'oh, I was going to post about the SDK being out, but I was already beaten to it. I was considering what it would take to make a custom civilization before the SDK even came out. Does anyone have any requests/ideas for a custom civilization? Presumably I shouldn't "remake" existing DLC, but if you have something not overpowered that's different, share your ideas!
 

Palmer_v1

Member
MrPing1000 said:
Do Harbors only provide trade routes to the capital city if the capital city is beside an ocean tile?

Curious about that myself.

Anyone else wish there was a tile improvement for coast lines that allowed a non-bordering city to use that tile as a proxy when creating naval units? It doesn't seem like that would be overpowered, and I hate feeling like I have to build a city water adjacent at some point.

Blizzard said:
D'oh, I was going to post about the SDK being out, but I was already beaten to it. I was considering what it would take to make a custom civilization before the SDK even came out. Does anyone have any requests/ideas for a custom civilization? Presumably I shouldn't "remake" existing DLC, but if you have something not overpowered that's different, share your ideas!

I wouldn't mind seeing something Nordic/Celtic, with some type of ocean/naval bonus.
 

Palmer_v1

Member
Ysiadmihi said:
Harbors provide trade regardless of whether the capital is on a coast or not.

Awesome! Now I won't worry as much if I stick a city really far away, since I can build a harbor instead of a long ass expensive road that barely recoups the investment.
 

Ysiadmihi

Banned
Confidence Man said:
Why is it every time I start a game it stutters like crazy and sometimes doesn't ever stop, forcing me to quit and start again?

I had a similar problem with DX10 mode until I updated my video card drivers.
 

dream

Member
DurielBlack said:
I swear the AI has no sense at all in diplomacy. I need gems. Germany has gems. Germany wants whales, spices, and incense for 90 turns of gems.

So I sign a pact of cooperation, research agreement, pact of secrecy against montezuma, and even go to war against montezuma when he attacks Germany. After all that, Germany still insists on wanting me to give up three luxuries for his one. You'd think Bismark would show some gratitude and actually offer a fair trade.

That's a hallmark of the series, unfortunately.

I'm just glad the AI doesn't hold a thousand year grudge when I refuse to give them a free tech anymore.
 

Blizzard

Banned
Palmer_v1 said:
Curious about that myself.

Anyone else wish there was a tile improvement for coast lines that allowed a non-bordering city to use that tile as a proxy when creating naval units? It doesn't seem like that would be overpowered, and I hate feeling like I have to build a city water adjacent at some point.



I wouldn't mind seeing something Nordic/Celtic, with some type of ocean/naval bonus.
Celts were already done, pick another! :p
http://forums.civfanatics.com/showthread.php?t=380957
 

Ysiadmihi

Banned
Still can't install mods because my Steam folder isn't on my C: drive...I thought Firaxis was working on this :(

Edit: Figures, I make a post about it on GAF and it immediately starts letting me install mods! :lol
 

MjFrancis

Member
I hope they fix that soon. All I want is to play the Earth map with Civs in their true starting locations. It's really, really frustrating.

Just posting on GAF didn't work for me. I'll restart my computer and see what happens.
 

Ysiadmihi

Banned
They did release a patch recently that said something about fixing mod installation issues, but that doesn't explain why it took until now for me to be able to install mods...nor why I still can't install the clock.
 

LCfiner

Member
Well I went to war in my most recent game. First time I've had a conflict last more than around 10 rounds. I'm still slogging through this thing.

It's not really fair. Last time the game notified me (a few turns before battle started) I had around 7000 in military power and my opponent was at around 1500.

I'm getting attacked by riflemen and a couple cannons here and there. Meanwhile I have around 6 helicopter gunships running around the map taking each city in around 3 turns each in combination with 4 rocket artillery units and some paratroopers. plus a bomber and a couple great generals for extra measure.

the thing is, there's soooo any cities for me to take that this war is just dragging on as I march across the map (normal sized) and take each new city.

I'm tired of all the killing, man. I just want to go home and build an opera house.
 

Pikelet

Member
Just listened to an old Three Moves Ahead podcast where they interviewed the creator of Fall From Heaven and it is kind of heavily implied that he is working on a version for civ 5. though he only basically says "No comment" i would not be surprised if it comes out within the next 6 months. So excited if true, i think that mod would work excellently with the improved combat of this game.
 
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