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Civilization V + DLC's, G&K, BNW - Page 113

Forum Index > General Games
Post a Reply
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xDaunt
Profile Joined March 2010
United States17988 Posts
May 30 2013 14:09 GMT
#2241
I only go full rationalism if I am going hard vertical or planning on a science/space victory. Otherwise, I'd rather just take the opener and then take the right side of commerce. It is just a superior tree for warmongering. I'm always well-ahead in science anyway with the larger empire.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 30 2013 17:34 GMT
#2242
On May 30 2013 23:09 xDaunt wrote:
I only go full rationalism if I am going hard vertical or planning on a science/space victory. Otherwise, I'd rather just take the opener and then take the right side of commerce. It is just a superior tree for warmongering. I'm always well-ahead in science anyway with the larger empire.


Even for wide empires, Rationalism is better because the right side of it gives you gold and happiness per city. Also, wide empires severely lack in science.... which is why wide strategies are quite weak on Deity.
https://twitter.com/SufficientStats
Kaal
Profile Blog Joined May 2010
Djibouti2570 Posts
May 30 2013 17:41 GMT
#2243
On May 31 2013 02:34 Sufficiency wrote:
Show nested quote +
On May 30 2013 23:09 xDaunt wrote:
I only go full rationalism if I am going hard vertical or planning on a science/space victory. Otherwise, I'd rather just take the opener and then take the right side of commerce. It is just a superior tree for warmongering. I'm always well-ahead in science anyway with the larger empire.


Even for wide empires, Rationalism is better because the right side of it gives you gold and happiness per city. Also, wide empires severely lack in science.... which is why wide strategies are quite weak on Deity.


wide empires severely lack in science


Not necessarily. A wide empire that keeps near mountains will always make more science.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 30 2013 17:45 GMT
#2244
On May 31 2013 02:41 Kaal wrote:
Show nested quote +
On May 31 2013 02:34 Sufficiency wrote:
On May 30 2013 23:09 xDaunt wrote:
I only go full rationalism if I am going hard vertical or planning on a science/space victory. Otherwise, I'd rather just take the opener and then take the right side of commerce. It is just a superior tree for warmongering. I'm always well-ahead in science anyway with the larger empire.


Even for wide empires, Rationalism is better because the right side of it gives you gold and happiness per city. Also, wide empires severely lack in science.... which is why wide strategies are quite weak on Deity.


Show nested quote +
wide empires severely lack in science


Not necessarily. A wide empire that keeps near mountains will always make more science.


It's far, FAR easier for a tall empire to stay near mountains than a wide one. Also, on Deity, playing a wide empire attracts way too much attention.

The simple reason why wide empires suck at science is that wide empires are extremely inefficient on turning happiness into beakers. Also wide empires attract more attention from AIs, forcing you to produce more units spend more gold on things other than science.
https://twitter.com/SufficientStats
Sub40APM
Profile Joined August 2010
6336 Posts
May 30 2013 18:06 GMT
#2245


Anyone else kind of wish the caravan unit -- once the route is built -- were a couple of sizes? once they reach modern age and its turcks and super tankers everywhere the map looks a bit too busy.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2013-05-30 19:40:15
May 30 2013 19:36 GMT
#2246
Please tell me Firaxis didn't develop this trade system and forget to have cities be connectors to even longer trade routes/capped trade routes that way we don't have to pick and choose when it comes to trade with the AI...

EDIT: Also a Barb Battleship...?!
"Smokey, this is not 'Nam, this is bowling. There are rules."
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 30 2013 19:41 GMT
#2247
On May 31 2013 04:36 {CC}StealthBlue wrote:
Please tell me Firaxis didn't develop this trade system and forget to have cities be connectors to even longer trade routes/capped trade routes that way we don't have to pick and choose when it comes to trade with the AI...

EDIT: Also a Barb Battleship...?!


pretty sure barb battleships were possible before BNW.
https://twitter.com/SufficientStats
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
May 30 2013 19:45 GMT
#2248
On May 31 2013 04:41 Sufficiency wrote:
Show nested quote +
On May 31 2013 04:36 {CC}StealthBlue wrote:
Please tell me Firaxis didn't develop this trade system and forget to have cities be connectors to even longer trade routes/capped trade routes that way we don't have to pick and choose when it comes to trade with the AI...

EDIT: Also a Barb Battleship...?!


pretty sure barb battleships were possible before BNW.


I've seen Barb destroyers, but never a Battleship.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Sub40APM
Profile Joined August 2010
6336 Posts
May 30 2013 19:48 GMT
#2249
On May 31 2013 04:36 {CC}StealthBlue wrote:
Please tell me Firaxis didn't develop this trade system and forget to have cities be connectors to even longer trade routes/capped trade routes that way we don't have to pick and choose when it comes to trade with the AI...

EDIT: Also a Barb Battleship...?!

?
AnomalySC2
Profile Joined August 2012
United States2073 Posts
May 30 2013 20:05 GMT
#2250
Just getting back into this and I'm having a lot of issues with the AI going apeshit on me whenever I start to pull ahead. It usually starts with one guy declaring war on me, and when I start capturing all his cities like 5 other civs declare war on me. Does anyone know how to avoid this?
Sub40APM
Profile Joined August 2010
6336 Posts
May 30 2013 20:23 GMT
#2251
Get them busy fighting each other using Declaration of friendship / denouncement cycle. first sign a bunch of friendships and then find a civ that is spaming hte map with cities or already conquered someone and denounce them. this will cause a denouncement cycle from at least 2-3 other civs that are your friends. that will keep a coalition from forming against you. but on higher difficulties i find that the ai will just do that because its hard programmed to do. i had a loyal ally declare war on me just long enough to prevent a flanking invasion and as soon as i pulled back to my starting positions it accepted a peace
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2013-05-30 20:33:52
May 30 2013 20:32 GMT
#2252
On May 31 2013 04:48 Sub40APM wrote:
Show nested quote +
On May 31 2013 04:36 {CC}StealthBlue wrote:
Please tell me Firaxis didn't develop this trade system and forget to have cities be connectors to even longer trade routes/capped trade routes that way we don't have to pick and choose when it comes to trade with the AI...

EDIT: Also a Barb Battleship...?!

?


Say I have a trade route I want to set up via a port city to their port city yet do they also get + gold/resource if a road connects the city to their capital? And vice versa?
"Smokey, this is not 'Nam, this is bowling. There are rules."
AnomalySC2
Profile Joined August 2012
United States2073 Posts
May 30 2013 20:34 GMT
#2253
On May 31 2013 05:23 Sub40APM wrote:
Get them busy fighting each other using Declaration of friendship / denouncement cycle. first sign a bunch of friendships and then find a civ that is spaming hte map with cities or already conquered someone and denounce them. this will cause a denouncement cycle from at least 2-3 other civs that are your friends. that will keep a coalition from forming against you. but on higher difficulties i find that the ai will just do that because its hard programmed to do. i had a loyal ally declare war on me just long enough to prevent a flanking invasion and as soon as i pulled back to my starting positions it accepted a peace


Yeah I figured the AI was just setup like that. I guess I don't mind it too much, it keeps it fairly intense when you start to pull ahead, but still, kind of annoying lol.
Sub40APM
Profile Joined August 2010
6336 Posts
May 30 2013 20:50 GMT
#2254
On May 31 2013 05:32 {CC}StealthBlue wrote:
Show nested quote +
On May 31 2013 04:48 Sub40APM wrote:
On May 31 2013 04:36 {CC}StealthBlue wrote:
Please tell me Firaxis didn't develop this trade system and forget to have cities be connectors to even longer trade routes/capped trade routes that way we don't have to pick and choose when it comes to trade with the AI...

EDIT: Also a Barb Battleship...?!

?


Say I have a trade route I want to set up via a port city to their port city yet do they also get + gold/resource if a road connects the city to their capital? And vice versa?


You are talking the way the trade route works now, so the port city is connected to the capital and it gets gold from that per turn on top of the trade route you connect? I dont see them saying about changing that in any way.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2013-05-30 21:10:36
May 30 2013 21:10 GMT
#2255
I don't believe there is a + gold when it comes to connecting other nation capitals anymore like in IV BtS etc.

Greek:

"Smokey, this is not 'Nam, this is bowling. There are rules."
Sub40APM
Profile Joined August 2010
6336 Posts
Last Edited: 2013-05-31 07:02:29
May 31 2013 05:01 GMT
#2256
oh for international trade, i thought they took that dynamic out completely and instead you just had 'trade' via diplomacy. which i admit was kind of lame.

also, for a 17 minute player through the most informative things he manages to show are the policies -- where you have to pause to read them -- and the fact that trade apparently appears as soon as you get pasture.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
May 31 2013 20:44 GMT
#2257
So now lump sum requires DoF but will this change make the AI, ya know, trade? What about DoF being a one way street?
"Smokey, this is not 'Nam, this is bowling. There are rules."
Sub40APM
Profile Joined August 2010
6336 Posts
June 04 2013 19:41 GMT
#2258
http://www.2kgames.com/blog/the-civilization-v-brave-new-world-team-answers-your-questions-part-3

Will there be any random events in BNW like in Civ4?

Not like in Civ 4 per se. For Civ V we choose instead to have the various systems in the game create events based on the world’s state rather than anything purely random. The city state system is the best example of this, but there are also events related to unhappiness, espionage, and World Congress. However we did put a simple random events system in to the Civil War scenario (implemented in the Lua scripting language), so any modders who want to add their own random events can see one method of adding random events to Civ V.


so they are saying unhappiness, espionage, world congress are already 'random' events as they are now or that they made more events that spawn from these features?

Also

At what level of discontent do cities start flipping to a rival civ?

When your happiness gets down to -20, then your Cities will start abandoning your empire.

wtf?
xDaunt
Profile Joined March 2010
United States17988 Posts
June 04 2013 20:07 GMT
#2259
On June 01 2013 05:44 {CC}StealthBlue wrote:
So now lump sum requires DoF but will this change make the AI, ya know, trade? What about DoF being a one way street?

That's a rather large handicap for human players, given that so many early game builds are dependent upon upon trading luxuries and resources for lump sums to jump start expansion.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 05 2013 22:35 GMT
#2260
Who gets -20 happiness anyways? Unless they restart a game after several patches.
"Smokey, this is not 'Nam, this is bowling. There are rules."
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