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

Sibylus

Banned
CarbonatedFalcon said:
I believe in at least one iteration you could have spontaneous volcano eruptions that would contaminate tiles/kill units much like a nuclear blast, however I don't think there was much more than that. Events like flooding near rivers or other bodies of water or earthquakes which could destroy tile improvements would be interesting though.
Civ III had volcanic eruptions, and Global Warming iirc (would progressively change tile types to drier variants, but it was really spotty and inconsistent). I don't remember them being very prominent.

And yeah, I'd like to see localized disasters like that. They'd be annoying when they'd end up your problem, but would really add another layer of unpredictability.
 

Joel Was Right

Gold Member
Few questions guys

1. Is there a way I can reach an enemy state on another continent through air? i have bombers but their range is between 8 and 10.

2. I remember researching the A-bomb but put it to sleep. Now I can't see it anywhere on the map or near cities to select it. Will a nuke anyway reach a city state that far away? I need to end this without having to create an armada and deploying mecha on foot
 

Sibylus

Banned
Meus Renaissance said:
Few questions guys

1. Is there a way I can reach an enemy state on another continent through air? i have bombers but their range is between 8 and 10.

2. I remember researching the A-bomb but put it to sleep. Now I can't see it anywhere on the map or near cities to select it. Will a nuke anyway reach a city state that far away? I need to end this without having to create an armada and deploying mecha on foot
1. I presume you've already rebased your planes to the city nearest to their continent. You can increase their range by leveling them up in combat and selecting range promotions. I'm not sure how many range promotions are available (just that the first is available in the 2nd batch of promotions), but each is good for an extra 2 tiles. Air units can't capture cities, so you'd have to at least transport a few land units across if capture is your intention.

You could base three Bombers/B17s, Fighters, or Jet Fighters on a single Aircraft Carrier to get closer, but it'll be vulnerable without an escorting ship or two. If that's that the way you do go, get a sub or a destroyer so that enemy submarines don't get the drop on you.

Stealth Bombers have a range of 20 out of the box, if you can wait that long. Only downside is that you can't base them on Aircraft Carriers.

2. Top lefthand corner, change the gizmo to unit list and look for it. If you're trying to destroy a city outright with atomic weaponry, you'll need more than one regardless of the city size/defense. For Atomic Bombs, I'd strike with no less than three in succession, but I can't recall if the game allows you to wipe out cities with this unit. If you want to guarantee a total wipeout, use Nuclear Missiles. Two at once will consistently destroy cities, three should be irresistible. The only city types that will survive such barrages are capital cities and city states, even captured ones. Be aware of the city type before you go spending them precious nukes.

Atomic Bombs and Nuclear Missiles have a movement range of 10 and 8 respectively, so in your case you'll have to get them closer with naval units. An Aircraft Carrier will carry an A-Bomb (up to 3), and a Nuclear Submarine will carry Nuclear Missiles (up to 2), as will a Missile Carrier (up to 3). I'd recommend a boomer (nuke sub), because they're stealthier than the other options and will only be detected by specific enemy naval presences: other submarines, destroyers. The other options would require bulkier escorts to fend off land and air attacks.
 
For fuck sake here, Firaxis, allow me to fix your game for you. You can copy/paste this if you like.

if AI=friendly
then declarewar=no;

Seems even worse in this patch.
 

fallout

Member
PoweredBySoy said:
For fuck sake here, Firaxis, allow me to fix your game for you. You can copy/paste this if you like.

if AI=friendly
then declarewar=no;

Seems even worse in this patch.
I lie to people all the time and then declare war on them. Why should the AI operate differently (outside of it not really being able to "lie"). It should be more like:

if (benefitWithWar > benefitWithoutWar)
declareWar = true;
 

Corky

Nine out of ten orphans can't tell the difference.
PoweredBySoy said:
For fuck sake here, Firaxis, allow me to fix your game for you. You can copy/paste this if you like.

if AI=friendly
then declarewar=no;

Seems even worse in this patch.

I have some problems with this aswell. Like I am friendly with a civ, give them stuff, trade constantly, pledge to protect, join friendship cooperations, give them money when they ask for it etc etc.

And as soon as I conquer another civ my "friendly" civ suddenly denounces me. >_<
 
fallout said:
I lie to people all the time and then declare war on them. Why should the AI operate differently (outside of it not really being able to "lie"). It should be more like:

if (benefitWithWar > benefitWithoutWar)
declareWar = true;

But when you lie and/or declare war on AI, the AI starts treating you accordingly by stop being friendly. Meaning your backstabbing behavior catches up with you pretty quickly. I don't mind the idea of the AI backstabbing me every once in awhile, but every game I've played post patch has been of constant attacks by "friendly". Getting old really fast.

There's really no point of diplomacy anymore. Might as well just pick Oda and treat this game as a military simulator.
 

mavs

Member
Are puppet cities supposed to produce anything? When I puppet one it just sits there and says it's not producing anything.
 

Fitz

Member
mavs said:
Are puppet cities supposed to produce anything? When I puppet one it just sits there and says it's not producing anything.

Yeah, they automatically produce buildings, if you've just captured it you have to give it several turns whilst the city gets over resistance before building commences. If a puppet isn't building and there's no resistance in that city, the only other explanation I can think of is that it has built all available buildings already.
 

mavs

Member
Colkate said:
Yeah, they automatically produce buildings, if you've just captured it you might have to give it several turns whilst the city gets over resistance before building commences. If a puppet isn't building and there's no resistance in that city, the only other explanation I can think of is that it has built all available buildings already.

I annexed it, it hasn't. Googled and got this. Guess it's back to Civ 4 until the next patch.

Hah, I tried what someone in that thread mentioned. If you push your civ into unhappiness, the puppets try to help you out and they all start building colosseums. Thanks guys...I guess.
 

InertiaXr

Member
Colkate said:
Yeah, they automatically produce buildings, if you've just captured it you have to give it several turns whilst the city gets over resistance before building commences. If a puppet isn't building and there's no resistance in that city, the only other explanation I can think of is that it has built all available buildings already.

I assume at that point they should produce 'research' or something? I'd hope the AI would turn the production into something, not just sit doing nothing every turn. I don't think you can even do that? Don't you have to have every city doing SOMETHING before you can end a turn?

Edit: Lol, nevermind then I guess. I don't understand how something basic like that isn't fixed 9 months after launch?
 

Fitz

Member
mavs said:
I annexed it, it hasn't. Googled and got this. Guess it's back to Civ 4 until the next patch.

I wasn't aware of that bug, real surprised it hasn't been fixed yet.

InertiaXr said:
I assume at that point they should produce 'research' or something? I'd hope the AI would turn the production into something, not just sit doing nothing every turn. I don't think you can even do that? Don't you have to have every city doing SOMETHING before you can end a turn?

You'd think they'd queue up wealth when possible if there's no building to produce but unfortunately not, I believe it's still possible not to have anything building in a city if you shift+enter to end a turn to bypass the "Choose Production" messages.
 
Pretty sure my puppets build things, but that's an interesting bug. I wonder what the specific trigger situation is.

Really like the new patch so far. Social Policy revamp and the addition of Stone have really transformed the experience so far.
 
PoweredBySoy said:
But when you lie and/or declare war on AI, the AI starts treating you accordingly by stop being friendly. Meaning your backstabbing behavior catches up with you pretty quickly. I don't mind the idea of the AI backstabbing me every once in awhile, but every game I've played post patch has been of constant attacks by "friendly". Getting old really fast.

There's really no point of diplomacy anymore. Might as well just pick Oda and treat this game as a military simulator.
Was it free and clear friendly, though? One thing I didn't realize for awhile is that the game keeps track of a bunch of factors within, that you can check by hovering over. I've had times where it was friendly, but there were three major negatives that pretty much explained how they turned on me in the endgame.

That being said, I've found complete shock betrayals to be pleasantly inconsistent from game to game. I've certainly had culture victory paths interrupted by all out war, but usually I notice some sort of military buildup.
 

SRG01

Member
PoweredBySoy said:
Civ IV was a far better game by the time it hit Beyond The Sword. And yes, there is some complexity of IV that I do miss in V - but I would still get V. It's definitely improving with each patch and there are some really nice changes they've made from IV, especially with the interface and combat.

As far as not understanding stuff, if this is your first Civ game then there will definitely be a learning curve for you, despite V being slightly more accessible. But if you have a little patience and you like the world building aspects, once it gets its hooks in you you'll start to see the hours melt away.

Civ4 was great out of the box too. The expansions, save BTS, were crap though.
 

Sibylus

Banned
Crazymoogle said:
Was it free and clear friendly, though? One thing I didn't realize for awhile is that the game keeps track of a bunch of factors within, that you can check by hovering over. I've had times where it was friendly, but there were three major negatives that pretty much explained how they turned on me in the endgame.

That being said, I've found complete shock betrayals to be pleasantly inconsistent from game to game. I've certainly had culture victory paths interrupted by all out war, but usually I notice some sort of military buildup.
Yup. If you share a land border or have vision on their territory, the signs of an impending invasion are usually pretty unmistakable. Trust your own intel over what the AI is telling you.
 

DEO3

Member
I've been playing the shit out of this lately. Love the new patch, they really did a good job balancing units, policies, and wonders. Nothing feels over powered or under powered, just, different. Each useful in their own way.
 
leroidys said:
So this is the first major patch, I believe, to release without a coninciding DLC offering. Expansion imminent?

Maybe I'll finally move from IV if the first exp is good. The poor modability is kind of a downer.
 
Diplomacy in this game seems atrocious. AI gets upset any time you actually do anything to actively win the game. What makes things worse is that the diplo system is almost intentionally vague (unlike the very clean cause an effect, quantitative Civ4 system, in Civ5 getting some kind of "quantatitive" feel for the AI's relation to you means finding out how much cash they will give for Open Borders, wtf) and unpredictable.

Civfanatics' AI behavior tables help out somewhat but the lack of a decent summary with F4 is crippling. My entire diplomacy strategy in my current game on Emperor is

1) "don't be that guy with no friends that everyone's makeshift alliance dogpiles on for lack of anything else to do"
2) Try to be able to trade/sell resources as needed without getting a used car salesman grade deal for it.

Overseas Civs are usually much easier to deal with since they are too busy stacking up pointless demerits with each other and warring non-stop to bother thinking about coming for you.

Edit: Bulbing Steel after beelining Metal Casting is pretty gross.
 

vesp

Member
so can i now play a online multiplayer game with a friend and actually save it and continue later?

Can't believe they expected you to play an entire game in one sitting.
 

Salsa

Member
vesp said:
so can i now play a online multiplayer game with a friend and actually save it and continue later?

Can't believe they expected you to play an entire game in one sitting.

nono, that was always possible of course

hotseat means multiplayer on the same PC
 

vesp

Member
Firebrand said:
You always could save; it did it automatically.
now i feel really stupid, but how do you reinvite a player then? only tried it once, one of our computers crashed like 2 hours in and we couldnt figure out how to get it going again and i never played civ5 again.
 
Any tips on getting happiness up?

Also the intro video was crashing the game for some reason, so I deleted it and now I have a black screen for a minute or 2. Anyway to fix that? like a -nointro launch option or something?
 
Welp, back to Civ4 BTS after a week of playing Civ V pretty hardcore.

Diplomacy is meaningless. The only things that matter for the player in terms of interacting with the computer player are the very simple AI behaviors that the computer follows. Those behaviors completely determine the nature of interactions between AI and player. The diplomacy screens is there only as a vestigial holdover from previous games, and basically serve no function. One huge side effect to the lack of diplo on this is that all the game's personalities feel the same when you are playing against them, which is a massive downgrade over Civ4 where each opponent had a real set of personalities and rules (bribe rules, unit probs, declare at pleased/friendly, etc.).

Seriously, every AI Civ plays the same way:

A) Spam cities.
B) Spam units.
C) If player is on same continent, ignore comparative military strength, wave death ray appendage and go "EXTERIMATE, EXTERMINATE".
D) If player is not on same continent, do nothing because oh god what am I doing here I am not good with navy.

Map scripts are busted, the game will gleefully bias you for certain starts depending on your nation (which is cool), but then not populate everyone's starts with some kind of military tech. No Iron OR horse? Yeah with the one-dimensional Dalek-inspired AI's, that means you won't be doing crap until rifles. Civ4 would 99% of the time ensure that nations with UUs requiring a resource have it close by. Here, definitely not the case.

Diplomacy victory is basically domination victory. Since Globalization comes so freakin' late in the game, by then the warmonger states have eaten up enough City-States to prevent ANYONE from winning via actual diplomacy. A diplomacy victory in Civ V is one where you beat the major powers in a late game war and liberate just enough city-states they puppted to get the win. Oh ,and have fun doing that through uncounterable nuclear weapons (SDI not in the game..were they out of their mind) that the AI has no apparent penalty for using but that you take monster diplomacy hits for until you are a world villain. Though not like diplomacy matters much there anyway. Also enjoy the tedious overseas micro that occurs since the game doesn't have any airlifting at all.

The game has some things that are clearly good steps forward for the base series-culture being tied into civics, the removal of tech trading (which was always a huge beaker multiplier in Civ4 for good players), balanced wonders that don't expire, slider removal, etc. The changes in the way that you can effectively iinteract with your opponents though just ruin it for me because they create a game that feels almost "on rails"-since the opposition in the game is so one-minded, and you have to interact with them on the higher levels (the game is actually much more fun on lower levels where the need to interact with your opponents is diminished, you basically just follow a set of hard rules adapted to whatever map start/nation you have. For me, that got stale after about a week.

Edit: Played a couple of more Immortal games today after reading some more threads on CFC, no matter what the following script plays out every time.

1) Usually go Tradition opening (it's just way better for the long game unless you are in a real cage match situation with 3+ AIs within like 20 tiles of you-this happened to me once), settle some cities, rarely in an AI's direct path.

2) Around 1000BC, one of the AIs will go into Dalek mode and instead of peacefully settling a spot near them-a far more productive option, given happiness issues, will declare on you from any standing (friendly, etc.), using the military units they get for free to try to zerg rush you with archers and warriors. They die terribly to an archer in a city+warrior defending. They will then get declared by another AI since they lost all their units, and that AI will usually start to run away with the game, so you basically have to try to get to the runaway AI before his city lead snowballs into something like 1350 AD riflemen (yes, saw that-and beat that-today).

There's an argument that the busted-to-all-hell Diplomacy model in the game reflects real players trying to win, but in reality as implemented here on high levels it's more about trying to ensure that the player loses.
 

Sibylus

Banned
LocoMrPollock said:
Any tips on getting happiness up?

Also the intro video was crashing the game for some reason, so I deleted it and now I have a black screen for a minute or 2. Anyway to fix that? like a -nointro launch option or something?
- Acquire new and unique luxury resources, be it by settlement, development, or trading. 1:1 trading of extra luxury resources tends to be ideal (as you receive no personal benefit of holding extras), but the AI will accept other payment as well.
- Build happiness buildings (Colosseums, etc), research techs that unlock more
- Inhibit growth from the City Screen if you're working on preventing the problem but can't make it before your empire dips into unhappiness, deselect once you can afford to take the happiness hit by growing again
- Raze/puppet enemy cities you don't need or can't afford

The intro video masks a load, so you have to wait either way. Turning off the intro introduces the black screen as well.
 

Anno

Member
This'll sound stupid, but I'm curious how everyone goes about playing this game. Do you just say "I want to try to do this type of thing with this particular civilization"? Just jump in with a Civ and see what opportunity presents itself? I've always really, really wanted to get into these games but I just can't for whatever reason. I picked it up in the ~$11.00 deal on GamersGate the other day and have since played through the tutorial duel once and am currently in a smaller world game just messing around trying to learn what's what. I normally don't have problems setting my own goals in games so I find it weird that I'm not "getting" it in 4X games.

So basically, what do you love about these games that you think makes them as great as they are?
 
This game is awesome. At $11, it is one of the best purchases I've made this year, with Portal 2.


Also, sometimes I try to make a road to a city-state, but it says it is blocked. What causes that?
 

DEO3

Member
Anno said:
This'll sound stupid, but I'm curious how everyone goes about playing this game. Do you just say "I want to try to do this type of thing with this particular civilization"? Just jump in with a Civ and see what opportunity presents itself? I've always really, really wanted to get into these games but I just can't for whatever reason. I picked it up in the ~$11.00 deal on GamersGate the other day and have since played through the tutorial duel once and am currently in a smaller world game just messing around trying to learn what's what. I normally don't have problems setting my own goals in games so I find it weird that I'm not "getting" it in 4X games.

So basically, what do you love about these games that you think makes them as great as they are?

I almost always go in with a plan, in fact I think that's what makes these games enjoyable for me, going in with a plan and executing it throughout the course of the game. I can either pick a leader based on what I'm aiming to do, like Gandhi for a small tradition based empire, Harun al-Rashid for a financial game, Oda Nobunaga for domination, etc., or I can choose a random leader and decide my strategy based on who I get.

If you're not actively working toward something you can easily get lost. There's so many techs and wonders and units and policies that you really need something to keep you focused. That's why I create little scenarios in my head when starting a game, so I know who I'm going to be, what I'm going to be doing, and where I hope to end up.
 

SRG01

Member
Fragamemnon said:
Welp, back to Civ4 BTS after a week of playing Civ V pretty hardcore.

Diplomacy is meaningless. The only things that matter for the player in terms of interacting with the computer player are the very simple AI behaviors that the computer follows. Those behaviors completely determine the nature of interactions between AI and player. The diplomacy screens is there only as a vestigial holdover from previous games, and basically serve no function. One huge side effect to the lack of diplo on this is that all the game's personalities feel the same when you are playing against them, which is a massive downgrade over Civ4 where each opponent had a real set of personalities and rules (bribe rules, unit probs, declare at pleased/friendly, etc.).

Seriously, every AI Civ plays the same way:

A) Spam cities.
B) Spam units.
C) If player is on same continent, ignore comparative military strength, wave death ray appendage and go "EXTERIMATE, EXTERMINATE".
D) If player is not on same continent, do nothing because oh god what am I doing here I am not good with navy.

Map scripts are busted, the game will gleefully bias you for certain starts depending on your nation (which is cool), but then not populate everyone's starts with some kind of military tech. No Iron OR horse? Yeah with the one-dimensional Dalek-inspired AI's, that means you won't be doing crap until rifles. Civ4 would 99% of the time ensure that nations with UUs requiring a resource have it close by. Here, definitely not the case.

Diplomacy victory is basically domination victory. Since Globalization comes so freakin' late in the game, by then the warmonger states have eaten up enough City-States to prevent ANYONE from winning via actual diplomacy. A diplomacy victory in Civ V is one where you beat the major powers in a late game war and liberate just enough city-states they puppted to get the win. Oh ,and have fun doing that through uncounterable nuclear weapons (SDI not in the game..were they out of their mind) that the AI has no apparent penalty for using but that you take monster diplomacy hits for until you are a world villain. Though not like diplomacy matters much there anyway. Also enjoy the tedious overseas micro that occurs since the game doesn't have any airlifting at all.

The game has some things that are clearly good steps forward for the base series-culture being tied into civics, the removal of tech trading (which was always a huge beaker multiplier in Civ4 for good players), balanced wonders that don't expire, slider removal, etc. The changes in the way that you can effectively iinteract with your opponents though just ruin it for me because they create a game that feels almost "on rails"-since the opposition in the game is so one-minded, and you have to interact with them on the higher levels (the game is actually much more fun on lower levels where the need to interact with your opponents is diminished, you basically just follow a set of hard rules adapted to whatever map start/nation you have. For me, that got stale after about a week.

Edit: Played a couple of more Immortal games today after reading some more threads on CFC, no matter what the following script plays out every time.

1) Usually go Tradition opening (it's just way better for the long game unless you are in a real cage match situation with 3+ AIs within like 20 tiles of you-this happened to me once), settle some cities, rarely in an AI's direct path.

2) Around 1000BC, one of the AIs will go into Dalek mode and instead of peacefully settling a spot near them-a far more productive option, given happiness issues, will declare on you from any standing (friendly, etc.), using the military units they get for free to try to zerg rush you with archers and warriors. They die terribly to an archer in a city+warrior defending. They will then get declared by another AI since they lost all their units, and that AI will usually start to run away with the game, so you basically have to try to get to the runaway AI before his city lead snowballs into something like 1350 AD riflemen (yes, saw that-and beat that-today).

There's an argument that the busted-to-all-hell Diplomacy model in the game reflects real players trying to win, but in reality as implemented here on high levels it's more about trying to ensure that the player loses.

Pretty much sums up the reason why I stopped playing this game months ago. There's also some positive feedback involved, since that larger AI player will continuously build units, declare war, build more units, etc.

The biggest problem with Civ5 is that it overwhelmingly favors aggressive/warmonger strategies. Every other strategy is inefficient and will ensure that you get stomped by any incoming aggressive AI.
 
Got the game at 7.7€, installed it and first played the tutorial. Saw a lot of numbers and options everywhere, got scared and thought to myself "ow, this is not for me".
But I had set up a game Chieftain - Tiny - Normal Speed - Continent - Japan so I told myself "hey well it's here so why not just finish that game, winning or losing doesn't matter and then uninstall".
I begin the game then at 5AM I'm at turn 159 and the only two things in my head are :

- "God I'm sleepy"
- "Just...one...more...turn"

Damn, and I said this wasn't for me :( I know I must play preeeeeetty badly but that shit's addictive >_<
 
Interesting comments, Frag, although I don't really agree on all points - I mean diplomacy is a constant late game thorn for me (you need to buy your way into diplomatic defense, basically). Maybe you're playing a much higher difficulty though. SDI is definitely missed though.

Off the top of my head, I really think there should be expanded resource displays along the top bar, a level up tech tree UI and a massively improved civlopedia (repeating in-game ad verbatim is not cool).

darkwing said:
so there's only 1 Scenario in the game? what a fail!!!!

Scenarios are almost entirely DLC, hence the 25c sale recently.
 

Kambing

Member
InternHertz said:
Got the game at 7.7€, installed it and first played the tutorial. Saw a lot of numbers and options everywhere, got scared and thought to myself "ow, this is not for me".
But I had set up a game Chieftain - Tiny - Normal Speed - Continent - Japan so I told myself "hey well it's here so why not just finish that game, winning or losing doesn't matter and then uninstall".
I begin the game then at 5AM I'm at turn 159 and the only two things in my head are :

- "God I'm sleepy"
- "Just...one...more...turn"

Damn, and I said this wasn't for me :( I know I must play preeeeeetty badly but that shit's addictive >_<

Dude, i totally feel like i had the same experience!

I basically started the game in single player mode thinking "what the fuck am i supposed to do?!", then "shit, i just wasted 11 bucks".

Well i said i would give the game ONE shot in the tutorial mode before i would grieve my 11 dollars. I was almost hoping i would be right about wasting the 11 bucks so i could justify my initial impression that this game is just not for me. Shit son, i was SUCKED.

Granted, this is my first Civ game EVER, so i really did not know jack all. But, at around the 30 minute mark, when i was entrusted to be Gandhi and guide the Indians to build a civilization that would test the times, i swear it felt like the game suddenly showed me that picture on gaf "You are already DEAD!". This game man, i am so completely sucked.

Thanks a lot to the OP for posting the deal!
 

darkwing

Member
Crazymoogle said:
Interesting comments, Frag, although I don't really agree on all points - I mean diplomacy is a constant late game thorn for me (you need to buy your way into diplomatic defense, basically). Maybe you're playing a much higher difficulty though. SDI is definitely missed though.

Off the top of my head, I really think there should be expanded resource displays along the top bar, a level up tech tree UI and a massively improved civlopedia (repeating in-game ad verbatim is not cool).



Scenarios are almost entirely DLC, hence the 25c sale recently.

what? there was a 25cents sale on the DLC?? i missed it?
 
What should I considering when creating another city? When I create another one, it takes a lot of turns for a worker (around 20 turns). I don't think I'm placing then that badly, but yeah some tips would be nice.
 
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