that. is. AWESOME.Zzoram said:If Monty conquers London, then you conquer London, you can Liberate it (return it to England) or Annex it or Puppet it.
that. is. AWESOME.Zzoram said:If Monty conquers London, then you conquer London, you can Liberate it (return it to England) or Annex it or Puppet it.
I liberated a Civ, hoping that he'd quite happily trade his nearby incense as a thank you gift. Sadly though, he acted as though nothing had happened, complaining that my trade was unreasonable. I deliberated him immediately.AstroLad said:Bleh too bad. Seems like that would be a fair penalty to force them to vote for you at least. Ah well good thing I always left them dead.
Ya my e8400 with hd4870 can't handle huge maps very well. I wonder if they can optimize performance with a patch.JoeMartin said:Playing games with max civs and city states on huge maps WRECKS my computer later into the game.
It's to the point where the game just crashes my entire computer like every 3 turns.
AstroLad said:Never actually tried this (dead Civs stay dead in my book!) but if you liberate a dead Civ (not city-state) do they vote for you in the UN?
I'd like to see someone with a monster 8+ core rig report how well late game huge maps on marathon run.Zzoram said:Ya my e8400 with hd4870 can't handle huge maps very well. I wonder if they can optimize performance with a patch.
It runs fine on my late '08 macbook with graphics set to medium. Takes a while between turns but I can deal with that.XiaNaphryz said:I'd like to see someone with a monster 8+ core rig report how well late game huge maps on marathon run.
XiaNaphryz said:I'd like to see someone with a monster 8+ core rig report how well late game huge maps on marathon run.
platypotamus said:Yes, though they may still dislike you.
On the Victory Progress details screen for diplomacy, you can see a table of where all the votes are going. There's a column just for liberated Civs. They also will have 0 self votes.
JoeMartin said:I'm not sure if this is a bug or not, but I've got two cities seperated by non-ocean water, both with harbors, and it refuses to create a trade route between the two.
Am I missing something or?
AstroLad said:cpu recommendations are so weird sometimes
workers & harbors workers & harbors workers & harbors workers & harbors workers & harbors
Firebrand said:Hmm. Something weird just happened. My guy was standing next to an enemy city. I wanted him to go the next empty tile next to it. As I hovered over it, it said combat was going to happen if I entered that tile, despite there not being a unit in it. I go for it, and the animation shows my guy attacking the city instead... he survives, and then he's suddenly standing in that empty tile.
What happened there? Bug, or is there some combat rule I'm not aware of?
AstroLad said:workers & harbors workers & harbors workers & harbors workers & harbors workers & harbors
Firebrand said:Speaking of harbors, can I use a harbor to connect a coastal city to a non-coastal capital? Perhaps if there's another coastal city with a harbor that also has a road connection to the capital?
Najaf said:Trade routes must link to the capital. If your capital is land locked, and you want to establish a trade network to a city down the coast line or on another continent, you need to have a road from your capital to a coastal city with a harbor then a harbor in the city you want to connect.
Firebrand said:Speaking of harbors, can I use a harbor to connect a coastal city to a non-coastal capital? Perhaps if there's another coastal city with a harbor that also has a road connection to the capital?
Najaf said:Trade routes must link to the capital. If your capital is land locked, and you want to establish a trade network to a city down the coast line or on another continent, you need to have a road from your capital to a coastal city with a harbor then a harbor in the city you want to connect.
AstroLad said:Never actually tried this (dead Civs stay dead in my book!) but if you liberate a dead Civ (not city-state) do they vote for you in the UN?
Najaf said:I must say that the whole 1 GPT for road maintenance is rubbing me the wrong way. First, roads back in the day were not maintained. People walked on the same paths for hundreds of years and then started riding their horses and riding their wagons on those same paths for hundreds more. Shit just wore out in a path that people eventually called a road instead of a pathway. Rome did not have workers out their trimming the trees and fixing potholes. It just maintained itself because of the amount of travel it saw.
In todays world, the roads that need maintenance regularly are the crummy streets of ancient downtowns or the city streets that did a cheap rush job laying asphalt over broken chunks of concrete to pinch a penny. Major interstates and freeway systems are built to last. Road maintenance is a city and back-road issue.
This game wants to charge me 6 GPT to have a road linking two of my cities? I can have three more happiness buildings for that amount. Why would I ever build a city inland if I had the choice? Harbors are cheap. What, 2 GPT? I just never build roads now. If a city state asks for a road to its capital, I build it and then immediately delete it to save the money. Even if you have large cities, the trade bonus barely makes up for the cost of a road; and that's if it is close.
A network of five cities in relatively close proximity to one another can easily cost 20 GPT. That is a lot of money in Civ V. That is more than enough to regularly pay off a city state for the whole game. I might be interested in roads if the cost was cut in half: first hex is free, second costs 1 GPT and so on. Paying every other, while adding a bit of micro management to city placement, would be a lot better than how roads work in my games now. (Which is that they simply don't exist.)
/Rant
Spire said:Trade routes almost always make up for the cost of the road and then some, and roads are critical if you're at war. Having your units take 10 turns just to get to the front line can kill you.
Also railroads are kick-ass.
eznark said:When you [blaspheme], they default to road-building if the tech option is there, correct?
slyght said:Well it may not make sense but indeed it limits the amount of roads and gives another tactical element to the game. In Civ4 I just spammed roads everywhere. Why? Because I could This was far more "unrealistic" than paying gold for maintenance. And besides it looked ugly.
Of course not, but I only build them for interconnecting cities compared to my build-a-road-on-every-tile mania in Civ4Shambles said:Do you only have 3 roads in your whole country?
Firebrand said:Hmm. Something weird just happened. My guy was standing next to an enemy city. I wanted him to go the next empty tile next to it. As I hovered over it, it said combat was going to happen if I entered that tile, despite there not being a unit in it. I go for it, and the animation shows my guy attacking the city instead... he survives, and then he's suddenly standing in that empty tile.
What happened there? Bug, or is there some combat rule I'm not aware of?
JoeMartin said:There needs to be a check against tech for fucking barbarians vs. embarked units. I've lost 3 mech infantry now to some fucking barbarian caravel cruising out of the fog. That's fucking stupid. 15th century boats are not shooting down my modern era soldiers.
JoeMartin said:There needs to be a check against tech for fucking barbarians vs. embarked units. I've lost 3 mech infantry now to some fucking barbarian caravel cruising out of the fog. That's fucking stupid. 15th century boats are not shooting down my modern era soldiers.
Najaf said:It is actually somewhat accurate as to what happens today. Tanks, Hummers, helicopters and all the other equipment used overseas is loaded onto standard freight ships with civilian crews. They are defenseless without an armed escort. Its like sending out a settler without an escort. Don't do it. If you do, you must accept the risks.
Edit: just look at the Horn of Africa. Three guys with Ak47s seize 20 million worth of cargo in ten minutes by driving a motorized raft up next to the ship and climbing aboard.
Palmer_v1 said:In a MP game, someone had two cities far enough apart that the road to connect them was outside of their borders in several tiles. I kept moving a worker over and destroying them when his units weren't around to see who was doing it. Kept breaking his trade route all game.
when you boot the game it should ask you which mode you want to boot inRapping Granny said:So how do I switch from DX10 to DX9? I see it nowhere in the video options.
Rez said:just a shout out to Pacman2k for the gift via Steam, saved me a good thirty dollars. you're a legend!
slyght said:Of course not, but I only build them for interconnecting cities compared to my build-a-road-on-every-tile mania in Civ4
Rez said:when you boot the game it should ask you which mode you want to boot in
JoeMartin said:Under the resources drop down what does Legendary Start do?