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

Just upgraded/downgraded from Civ IV to Civ V. Am I right in thinking that there's no Earth scenario with the civilizations in their historical starting positions? How did they not put that in the game!?!
 

Zzoram

Member
It'll probably come eventually. Earth scenarios weren't that interesting for me anyways, way too many AIs made it really hard and turns would take forever due to the map size and number of AIs taking turns.

War is the worst part of all Civ games for me. It takes so much micromanagement but feels so slow at the same time, and it's frustratingly hard to capture cities. It's probably why I found myself enjoying more pure builder/economy games like Tropico 3 more than Civ over time.
 
Bungieware said:
Just upgraded/downgraded from Civ IV to Civ V. Am I right in thinking that there's no Earth scenario with the civilizations in their historical starting positions? How did they not put that in the game!?!

Theres mods out there already with true start locations.

What is missing is a mod with current modern civlizations already laid out and decently representing the world as it is now.

I wanted to start World War III...

Such a mod should also get rid of the GDR.
 

Arooguy

Member
Zzoram said:
War is the worst part of all Civ games for me. It takes so much micromanagement but feels so slow at the same time, and it's frustratingly hard to capture cities. It's probably why I found myself enjoying more pure builder/economy games like Tropico 3 more than Civ over time.

I agree. I wish they would come up with a way to make the wars more fluid and entertaining, that's always been my main gripe with the franchise.
 

Sober

Member
Bungieware said:
Just upgraded/downgraded from Civ IV to Civ V. Am I right in thinking that there's no Earth scenario with the civilizations in their historical starting positions? How did they not put that in the game!?!
You can play an earth map and more or less you start where your civ starts, but with every civ? I've played Large Earth and found that cramped with 10 or so civs with the 20 city states.

Arooguy said:
I agree. I wish they would come up with a way to make the wars more fluid and entertaining, that's always been my main gripe with the franchise.
I haven't played many boardgames, so don't crucify me, but I think Civ 5 does an okay job with that hexboard feeling. Of course, I personally have no problem with 1UPT (Though I wish it were higher) and maybe for some, the abstraction of "what is a unit on a tile = to on in RL?" is too strange for it, which makes sense when you can have some units fire over the equivalent of 3 cities.

I'm not entirely sure, but it seems proper scale was never a forte of the Civ series anyway. I try not to linger on how to abstract what I see on the game field into something I could see happening in front of me. There are better games for that.
 

cackhyena

Member
Could someone link the best mods for this game? I'm wanting to get back into it after a long hiatus. have no clue what I've missed since the first couple weeks after release.
 

zugzug

Member
CabbageRed said:
Does anyone know how to cancel a city-state mission? I have one to build a road the would take around 20 tiles and my workers are trying to do it on their own and I'd rather not manage their actions on my own. Thanks.

On a side note, 'King' level is kicking my ass each and every time. :p Sid Meier's Rage V.

so like I haven't played in 4 months and forget the exact command but do you want to do the mission, then you can drag a road from where you are to the city you need to go that way you dont' need to pay attention to the worker doing the road. like right click on map and drag to where you want to go. but remember if you get to far away from your own cities assign a military unit to follow guard your worker.
 

teh_pwn

"Saturated fat causes heart disease as much as Brawndo is what plants crave."
Zzoram said:
War is the worst part of all Civ games for me. It takes so much micromanagement but feels so slow at the same time, and it's frustratingly hard to capture cities. It's probably why I found myself enjoying more pure builder/economy games like Tropico 3 more than Civ over time.

And at the same time it always gimps your economy. It doesn't matter if you play the whole game in peace and prosperity, you can't get to today's level of science until 1800, which is bullshit. If the dark ages didn't happen and Rome kept it's shit together, we would have reached today's tech in 1100-1200 AD.

Not to mention units being able to attack stuff that's impossible, like archers/knights defending against and actually damaging planes. The AI is dumb and high difficulty just means it gets to spawn units faster.

Diplomacy is also stupid. You could have good relations with another civ and if they decide to put a city all of the way across the map next to one of your cities, they covet your lands and give you that annoying popup about denouncing. I've never had the AI actually contact me with a fair trade deal too.

The game has few options on AI movement. It's pretty much mandatory to select "fast combat" or turns take 1 minute late in the game for all of the pointless animations of stuff I don't care about. But it won't remember that setting. There's no set defaults option, you have to set it every time.
 

Sibylus

Banned
Somehow missed the announcement. New Korean civilization DLC and "Wonders of the Ancient World" DLC.

http://www.rockpapershotgun.com/2011/08/09/civ-v/#comment-764389

Been poring over some mods to try for the game, some interesting ones:

Regiment and Ethnic Diversity (makes units down smaller so they're closer to relative scales, more men per unit, new unit models for specific civs)
City State Diplomacy (no longer about buying out city states to be friends, have to build diplomat units and send them on missions to the city state)
Cultural Diffusion (tile conversion, tile growth akin to previous Civs, no city conversion)

Yet (not) Another Earth Maps Pack (realistic starts, some huge-ass maps)

If only I could find an Espionage mod to bolt on top with these, I'd scratch so many itches at once. Oh, and I want to try this zombie apocalypse mod once it gets some zombie models/skins.
 
New patch notes for August are up. Nothing too significant in terms of high-level play (all I care about):



[UI]
Prevent creating duplicate great people by lagging the free great person UI.
Yield modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.
Production tooltip in City View now displays the production penalty (usually -10%) for when the player has too many units than they can support.
The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).
Unhappiness is now broken down between regular population and population from puppet cities.

[GAMEPLAY]
Slightly reduce the bias to sneak attack.
"City must not be in Plains" requirement for Stone Works now functions properly.
Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.

[TACTICAL AI]
Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.
AI will avoid using land units for an operation if they are currently on a different continent than the muster point.
If attacking over land, add extra emphasis to nearby targets (reduce the chance that the AI will bypass closest cities).

[MULTIPLAYER]
Multiple out of sync causes found and fixed.
Add an Invite button on the Staging Room screen for the host.
Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.
Host can now change the game set-up options in the lobby (except DLC) after a group has been gathered.
Player can now manually save a game while in multiplayer.
Player can now “un-end” their turn in multiplayer. This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending their turn.
Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).
Hot-Seat: City State screens now update properly when switching players.

[BALANCE]
Pyramids now grant 2 free workers when built instead of 1.
Brandenburg Gate now gives 15 XP to units built in the city in addition to the Great General.
Taj Mahal now gives 4 Happiness in addition to a Golden Age.
Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.
Harbor no longer increases naval production by 15%.
Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.
Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).
Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and adds 1 gold to Harbors and Seaports.
Balance tweaks to New World scenario.

[MODDING]
Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.

[BUGS]
Multiple minor bug fixes.

----

Tradition gets a little more competitive than Liberty. Other social policy balance remains mostly the same. Seaport/Harbors just make both structures not worth building instead of one structure not worth building. Yawn.

Not too terribly interested in the new DLC. Something bigger (along the lines of the big patch in June) will be needed to get me to put down Civ4 for this game again.
 

cackhyena

Member
Botolf said:
Somehow missed the announcement. New Korean civilization DLC and "Wonders of the Ancient World" DLC.

http://www.rockpapershotgun.com/2011/08/09/civ-v/#comment-764389

Been poring over some mods to try for the game, some interesting ones:

Regiment and Ethnic Diversity (makes units down smaller so they're closer to relative scales, more men per unit, new unit models for specific civs)
City State Diplomacy (no longer about buying out city states to be friends, have to build diplomat units and send them on missions to the city state)
Cultural Diffusion (tile conversion, tile growth akin to previous Civs, no city conversion)

Yet (not) Another Earth Maps Pack (realistic starts, some huge-ass maps)

If only I could find an Espionage mod to bolt on top with these, I'd scratch so many itches at once. Oh, and I want to try this zombie apocalypse mod once it gets some zombie models/skins.
Thanks for these. Awesome stuff.
 

Dipper145

Member
Zzoram said:
War is the worst part of all Civ games for me. It takes so much micromanagement but feels so slow at the same time, and it's frustratingly hard to capture cities. It's probably why I found myself enjoying more pure builder/economy games like Tropico 3 more than Civ over time.
War is easily the best part of the civ games for me, in fact it's all I do, everything else is extremely boring and feels amost pointless because it's so easy to accomplish (in the 6-7 hours it takes to finish a game just clicking buttons to build stuff in various cities).

War is so much better in Civ V compared to IV. Unit stacks were boring and dull and made everything too easy, but still capturing cities was difficult because the enemy could stack defenders on a hilled city.

In this game it's much better. You have your warriors up from while your archers or siege units attack from the tile behind. Usually much easier to take cities, and much more interesting to defend while you're attacking too. I really love the direction they took with units, it's vastly improved the game for me.
 

markot

Banned
It also means you constantly have to be careful as well >.< sneak attacks can mean you lose a few cities pretty easy if you dont have your defences spread out or send too many to attack someone on the other side. Its a much better system.
 

Sibylus

Banned
FrenchMovieTheme said:
never played it before. i played civ 5 demo for a few minutes and it seemed to have potential
Well, I agree completely with Dipper. If you're going to be spending a lot of time fighting wars, V is probably going to have longer legs for you. The bread and butter of combat in IV and III is to pile as many units as possible into a single tile stack. The end result is that there's no counter to a stack except another stack (given you've got so many unit types and counters crammed into it), so human and AI alike pit stack against stack until one of them falls over and expires. It doesn't affect the early game as much because the players won't have many units stockpiled, but the longer the game runs the worse the problem gets.

Aside from that, there's some other differences.

- Square Tiles vs Hexes: Civ IV has the former, and Civ V the latter.

- Research: No research money slider in V, tied to population.

- City Defence: Cities can defend themselves in V, whereas you had to garrison in IV (but it's a good idea in V nonetheless).

- Culture: Expands in all directions in IV, tiles and cities can be converted with strong enough culture, Expands one tile at a time in V, tiles only converted with a Great Artist, no city conversions.

- Revolts: No city revolts in V.

- Zone of Control: Civ V has it, units next to enemy units can't move away as quickly.

- Civics vs Social Policies: IIRC it was simply trees in IV that you unlocked as the epochs advanced (doing so would change your government and plunge you into brief revolution), in V the tree is unlocked with culture and there's no revolution component, one can mix and match policies (though there's incentive to max out a tree).

- Roads: Civ V's roads now cost gold to maintain, meaning there's less "road spaghetti" and more strategic placement.

- Religion: Not in Civ V, but it's been replaced by more meaningful diplomatic repercussions.

- Espionage: Not in Civ V, can't infiltrate enemy cities and do things like steal great people and sabotage stuff.
 

cackhyena

Member

Sibylus

Banned
cackhyena said:
Oh, I'm way too early for naval stuff right now. Any individual unit pics to compare? I'm talking first half hour stuff. I had a late game cloud save from back around launch, but i was completely lost and just wanted to start fresh.
Another screen from the thread:
attachment.php


Probably could get to Triremes before then.
 
Botolf said:
Well, I agree completely with Dipper. If you're going to be spending a lot of time fighting wars, V is probably going to have longer legs for you. The bread and butter of combat in IV and III is to pile as many units as possible into a single tile stack. The end result is that there's no counter to a stack except another stack (given you've got so many unit types and counters crammed into it), so human and AI alike pit stack against stack until one of them falls over and expires.

That's why there are collateral damage units in the game. To discourage stacks =/

The combat system in Civ IV isn't perfect, but it's a lot deeper than you're giving it credit for.

By comparison the Civ V AI is incredibly inept at using the tactics introduced by the 1UPT hex system, so whatever depth there is gets obscured by its bumbling.
 

Sibylus

Banned
cackhyena said:
Hmm, I'll have to go back and check, thanks.
Ah, screen with some warriors: http://gedemon.free.fr/civ5/horseandcow.jpg

FieryBalrog said:
That's why there are collateral damage units in the game. To discourage stacks =/

The combat system in Civ IV isn't perfect, but it's a lot deeper than you're giving it credit for.

By comparison the Civ V AI is incredibly inept at using the tactics introduced by the 1UPT hex system, so whatever depth there is gets obscured by its bumbling.
Yes, and as a general rule stacks aren't really discouraged much at all. At best there's three or so superstacks instead of one. The depth is marginal compared to the sorts of tactical conundrums one has to juggle in V.

1UPT is certainly difficult for the AI, but it manages and it's definitely gotten better. Regardless, at higher levels the AI always has to rely on some crutch or another to be competitive, whether that be via unit spam or faster teching (and the resultant better units). Every Civ game has ample ineptitude to cover for.
 

Spire

Subconscious Brolonging
Lyphen said:
Wish they'd package a few, like they did with the Inca and Spain. I'm afraid I'm spending too much here. :(

Steam has the two bundled for $7.49 right now, which is what I bought. $5 for the Ancient Wonders pack is a little steep IMO, I was feeling bad about buying it until I saw that bundle.
 

webrunner

Member
Just finished my first game (just playing on easiest to get a feel for things)

Surprised to see Barbarian camps still popping up while I was building an atomic bomb. Was even more surprised to see said barbarian camp had Infantry in it. Did a WW1 battalion decide to live as hermits or something?
 

teh_pwn

"Saturated fat causes heart disease as much as Brawndo is what plants crave."
Played the Korean DLC. They are way overpowered as soon as you hit civil service and get population and specialists up. Science is effortless whether your city is production, science, or general focused because any specialist is +2 science. Put a city next to a mountain tile and food, buy out maritime city states, go rationalism + freedom + tradition, you'll coast to science victory around 1700..


More ranting:
1. Why can't great people, workers, and space victory units stack? It doesn't make sense. Cities can have multiple people. A spaceship made of multiple parts should fit into the same city it's going to be assembled in. Particularly annoying is space victory because you need to move space victory items to the capital, but HERP A DERP an automated worker is there and can't move this turn even though it didn't do anything.
2. I don't give a fuck about animations of 5,000 units, and I still don't give a fuck in scenarios. It would take no effort for them to add the option to disable it in scenarios. God dammit, so fucking dumb.
 

Sibylus

Banned
Botolf said:
Somehow missed the announcement. New Korean civilization DLC and "Wonders of the Ancient World" DLC.

http://www.rockpapershotgun.com/2011/08/09/civ-v/#comment-764389

Been poring over some mods to try for the game, some interesting ones:

Regiment and Ethnic Diversity (makes units down smaller so they're closer to relative scales, more men per unit, new unit models for specific civs)
City State Diplomacy (no longer about buying out city states to be friends, have to build diplomat units and send them on missions to the city state)
Cultural Diffusion (tile conversion, tile growth akin to previous Civs, no city conversion)

Yet (not) Another Earth Maps Pack (realistic starts, some huge-ass maps)
Can confirm that these four mods work together, though there may be the odd interface bug (some tiles read the cultural strength [100% Roman] while others did not). Froze up at one point and had to kill the game, but I'm not sure if that was the huge map throwing a wrench in things or not. A test on a standard map will let me know further.

- R.E.D. works as advertised, smaller units and there's more of them per unit. Haven't encountered ethnic units yet. As far as I could tell, the arrow fix is included or no longer needed.
- The new diplomatic units and buildings show up in the tech tree, but I've yet to actually build any buildings or units of this stuff. Works as advertised so far.
- Cultural growth mod works as advertised, has a tile strength reading and growth is omnidirectional and follows rivers. I've yet to encounter a situation where tile flipping would occur, but it probably works.

cackhyena said:
Definitely wasn't that many guys when I tried it. Turned it off and on again...hmmm.
I think I have a good guess as to what the problem is: you're starting a regular game. Go into Mods, make sure you have the mods installed (will install the downloaded packages linked in this thread, mods will then show in the list, tick on the mods in order [R.E.D should come last after all gameplay mods]).


To play with mods on the Mongol DLC scenario, one of the custom Earth maps above, or on some other custom fan map: Mods -> Single Player -> Custom Game

To play with mods on a standard map: Mods -> Single Player -> Set Up Game​


I take it that this is simply a method to compartmentalize mods away from the vanilla game, so that players can switch between custom and vanilla quickly, and so that the updates are less destructive with mods. Quite a few of the ones I tried are older than 2 or 3 patches at least.
 

teh_pwn

"Saturated fat causes heart disease as much as Brawndo is what plants crave."
Done with the scenario. It's nearly impossible to lose as Korea because you're teamed with China, and China has the great wall, chu-ko-nu (2x attack), and the AI is pretty persistent about building himeji castle before Japan (ironically). Those 4 things makes it very hard to take Beijing, which is half way surrounded by mountains/hills/river, which I barely was able to with Japan.

I've done a lot of ranting about what's broken in the game, so I feel I should mention what they did right: Leaders, unique units, and music. They seem to be fairly accurate depictions of them, and not comical like the last games. Exceptions are Suleiman (seems comical), Montezuma (exaggerated aggression), and Gandhi (lulz, he's declaring war).
 
For some reason the game exists when starting, or I can't skip the intro and then exists. =\

Edit: Nevermind, I used the files verification, and seems it was missing some files.
 
Sgt.Pepper said:
For some reason the game exists when starting, or I can't skip the intro and then exists. =\



I had the same problem. You can disable the intro in the .ini file or just delete the files from the installation folder. You'll still have a black screen for a minute or so while the game is loading.
 
this game is about $16 on amazon for the downloadable version. is it worth it for a civ newbie? been waiting for a decent deal to come around but i just see a lot of negative things about the game :/
 
Sgt.Pepper said:
For some reason the game exists when starting, or I can't skip the intro and then exists. =\

Edit: Nevermind, I used the files verification, and seems it was missing some files.
The game exists? As opposed to what? Not existing? Of course the game exists! You're playing it! Unless you mean exits. :mad:
 
FrenchMovieTheme said:
this game is about $16 on amazon for the downloadable version. is it worth it for a civ newbie? been waiting for a decent deal to come around but i just see a lot of negative things about the game :/

Don't buy it. You'll get hopelessly addicted, you'll start to play all night, skip work... and then soon, you'll be living in a cardboard box heated only by your PC and candle scraps from a dumpster. Save yourself the pain.
 

wilflare

Member
FrenchMovieTheme said:
is this activated on steam? am i going to have problems activating it in the states? thought i read people having issues with other games in that regard

bought it during the previous sale, and it activated fine on my Steam :D
 
Misanthropy said:
The game exists? As opposed to what? Not existing? Of course the game exists! You're playing it! Unless you mean exits. :mad:
Shit you got me.

Sometimes I forget some English words or confuse them with others..
 

Mgoblue201

Won't stop picking the right nation
FrenchMovieTheme said:
this game is about $16 on amazon for the downloadable version. is it worth it for a civ newbie? been waiting for a decent deal to come around but i just see a lot of negative things about the game :/
Most of the negative criticism seems to come from some perceived failure to live up to Civ 4. Since Civ 5 is my first game in the series, it's a criticism that doesn't mean a lot to me (although there are still some balance and AI issues). Civ 5 offers far more value than other games even at full price, although your play time largely depends upon how willing you are to get deep into the strategy of the game. It also demands a lot of time to learn properly.
 
I vastly prefer Civ V to Civ IV.

It may be because I only ever played IV on a shitty machine, but it didn't really grab be like every other Civ has.
 
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