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Civilization V + DLC's, G&K, BNW - Page 123

Forum Index > General Games
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Sub40APM
Profile Joined August 2010
6336 Posts
June 22 2013 20:07 GMT
#2441
On June 22 2013 06:32 Sufficiency wrote:
Show nested quote +
On June 22 2013 03:46 Sub40APM wrote:
On June 22 2013 02:49 Sufficiency wrote:
On June 21 2013 19:51 Sub40APM wrote:
speaking of spain, what a totally coin flip civilization. you either find no wonders and are just a civ with a kind of strong but expensive reneisance army OR you find el dorado on turn 20, get 1000 and are up with NC by turn 65 or something like that..


It's not so much about finding them, but finding them FIRST that annoys me.

Even if you find them second you get a random 100-500 bonus, plus if you settle something like Uluru and then pick Natures Wonder as your pantheon you get your religion out at turn 50...but if you find nothing


No that's not the issue.

Randomness is fine in a game; it makes the game more fun. But when randomness is involved, the player should at least have the ability to control the CHANCE of the random event occurring.

In the case of Spain, it is fine that finding wonders is random - as Spain, you can always make more (and earlier) Scouts to explore the land to find them - and doing so improves your chance of getting the bonus. However, as the player you have very little control in making sure you find them BEFORE an AI does. That's the part that is a deal breaker for me.

If I were the designer of the game I'd make it that Spain finds 300gold for each natural wonder regardless of who found it first.

not sure if I agree, its like being netherlands and not finding any good ploder spots. suddenly the most powerful part of your civ is useless, at least Spain has a pretty useful UU.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
June 22 2013 20:17 GMT
#2442
On June 23 2013 05:07 Sub40APM wrote:
Show nested quote +
On June 22 2013 06:32 Sufficiency wrote:
On June 22 2013 03:46 Sub40APM wrote:
On June 22 2013 02:49 Sufficiency wrote:
On June 21 2013 19:51 Sub40APM wrote:
speaking of spain, what a totally coin flip civilization. you either find no wonders and are just a civ with a kind of strong but expensive reneisance army OR you find el dorado on turn 20, get 1000 and are up with NC by turn 65 or something like that..


It's not so much about finding them, but finding them FIRST that annoys me.

Even if you find them second you get a random 100-500 bonus, plus if you settle something like Uluru and then pick Natures Wonder as your pantheon you get your religion out at turn 50...but if you find nothing


No that's not the issue.

Randomness is fine in a game; it makes the game more fun. But when randomness is involved, the player should at least have the ability to control the CHANCE of the random event occurring.

In the case of Spain, it is fine that finding wonders is random - as Spain, you can always make more (and earlier) Scouts to explore the land to find them - and doing so improves your chance of getting the bonus. However, as the player you have very little control in making sure you find them BEFORE an AI does. That's the part that is a deal breaker for me.

If I were the designer of the game I'd make it that Spain finds 300gold for each natural wonder regardless of who found it first.

not sure if I agree, its like being netherlands and not finding any good ploder spots. suddenly the most powerful part of your civ is useless, at least Spain has a pretty useful UU.


Which one? I don't think Spain has good UUs, because they are both melee.

So as far as the Netherlands is concerned, I think not spawning on Podder spots is not the biggest problem - you can always take over people who spawn on deserts. What annoys me is that you can build Podders on Swamps... but if you don't act fast enough the AI would have cleared the Swamps already before you conquer him. I feel that the Netherlands will be much more satisfying to play if they can build Podders on tiles that USED to be Swamps.

Also, I frankly don't think Podders are the most important part of the Netherlands.... at least not on Deity.... it DOES require Guilds and on Deity you usually need to get Education first... so by the time you do get Guilds and Podders it's already pretty late for the extra food.

On Immortal and below Netherlands is really good though, because you can always do Machinery before Education on lower difficulties regardless of the situation.
https://twitter.com/SufficientStats
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 22 2013 21:52 GMT
#2443
The Conquistador is weak, use as a scout see resources you need you have a settler right there.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2013-06-22 22:10:55
June 22 2013 22:10 GMT
#2444
So uh, got about 170 hours in this game between Vanilla and G&K, it's been a few months though.

Apparently a new expansion was released and another is coming out soon? It worth the dosh?
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 23 2013 03:27 GMT
#2445
*golfclap* Spices, know what would have been innovative make it into a tiered resources while adding Tea, Coffee etc. Here's another tier -> Iron, Coal = Steel, then add Rubber and so forth. A whole new set of strategic resources.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Jockmcplop
Profile Blog Joined February 2012
United Kingdom10020 Posts
June 23 2013 03:39 GMT
#2446
On June 23 2013 12:27 {CC}StealthBlue wrote:
*golfclap* Spices, know what would have been innovative make it into a tiered resources while adding Tea, Coffee etc. Here's another tier -> Iron, Coal = Steel, then add Rubber and so forth. A whole new set of strategic resources.


Surely someone with more skill and time than me could mod that...
RIP Meatloaf <3
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 25 2013 05:41 GMT
#2447
Is it July yet...?
"Smokey, this is not 'Nam, this is bowling. There are rules."
MoonfireSpam
Profile Blog Joined September 2010
United Kingdom1153 Posts
Last Edited: 2013-06-25 06:01:12
June 25 2013 06:00 GMT
#2448
On June 23 2013 12:27 {CC}StealthBlue wrote:
*golfclap* Spices, know what would have been innovative make it into a tiered resources while adding Tea, Coffee etc. Here's another tier -> Iron, Coal = Steel, then add Rubber and so forth. A whole new set of strategic resources.


Just had this awesome thought where you research "Birth control". Requires 1 rubber. Halt growth in a city, gain happiness per excess food.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
June 25 2013 09:09 GMT
#2449
Oh noes, dem barbarians are pillaging our supply of rubbers

Suddenly, babies, babies everywhere
If you are not supporting K-Pop you are hurting E-Sports.
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
June 25 2013 12:05 GMT
#2450
So I tried a science victory on king level on a huge map with 9 opponents.
I wanted only a few but really big cities for a large science output with a small area to defend.
Building additional cities would have been really problematic anyways because of the happiness as a limiting factor.

BUT WTF one opponent had 65 (!) cities (and kept building/conquering new ones) which were all kinda big and he still had a large excess of happiness. I had no chance. Please tell me that the AI is just cheating horribly and that large maps are not favoring human players at all.
Gorsameth
Profile Joined April 2010
Netherlands22675 Posts
June 25 2013 12:16 GMT
#2451
On June 25 2013 21:05 MapleLeafSirup wrote:
So I tried a science victory on king level on a huge map with 9 opponents.
I wanted only a few but really big cities for a large science output with a small area to defend.
Building additional cities would have been really problematic anyways because of the happiness as a limiting factor.

BUT WTF one opponent had 65 (!) cities (and kept building/conquering new ones) which were all kinda big and he still had a large excess of happiness. I had no chance. Please tell me that the AI is just cheating horribly and that large maps are not favoring human players at all.


Ai has infinity happiness it seems at times so yes they cheat. Tho it shouldnt be to bad at kings. At higher difficulty they even start with a free settler on turn 1.
It ignores such insignificant forces as time, entropy, and death
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
June 25 2013 16:28 GMT
#2452
How are you supposed to win when the AI starts with 2 cities pretty much? lol

They'll always have more units than you, always have more gold and happiness. How to win?
If you are not supporting K-Pop you are hurting E-Sports.
mTwRINE
Profile Joined February 2006
Germany318 Posts
June 25 2013 16:36 GMT
#2453
Put Unit on Hill. Destroy 20 Units.
Gorsameth
Profile Joined April 2010
Netherlands22675 Posts
June 25 2013 21:31 GMT
#2454
On June 26 2013 01:28 Nekovivie wrote:
How are you supposed to win when the AI starts with 2 cities pretty much? lol

They'll always have more units than you, always have more gold and happiness. How to win?


the same way you win in almost every games hardest difficulty. you abuse the shortcomings of a programmed AI.
It ignores such insignificant forces as time, entropy, and death
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2013-06-25 21:53:19
June 25 2013 21:36 GMT
#2455
On June 26 2013 01:28 Nekovivie wrote:
How are you supposed to win when the AI starts with 2 cities pretty much? lol

They'll always have more units than you, always have more gold and happiness. How to win?


Bribe AIs to fight each other. Profit.

On June 25 2013 21:05 MapleLeafSirup wrote:
So I tried a science victory on king level on a huge map with 9 opponents.
I wanted only a few but really big cities for a large science output with a small area to defend.
Building additional cities would have been really problematic anyways because of the happiness as a limiting factor.

BUT WTF one opponent had 65 (!) cities (and kept building/conquering new ones) which were all kinda big and he still had a large excess of happiness. I had no chance. Please tell me that the AI is just cheating horribly and that large maps are not favoring human players at all.



Post some screenshots/saves and I can examine what you did wrong.
https://twitter.com/SufficientStats
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
June 25 2013 22:40 GMT
#2456
On June 26 2013 01:28 Nekovivie wrote:
How are you supposed to win when the AI starts with 2 cities pretty much? lol

They'll always have more units than you, always have more gold and happiness. How to win?



Most strategy games basically admit they failed the ai development and just give the AI basically limited cheats to various degree to make up for it.
Sub40APM
Profile Joined August 2010
6336 Posts
June 25 2013 22:46 GMT
#2457
On June 26 2013 07:40 LaNague wrote:
Show nested quote +
On June 26 2013 01:28 Nekovivie wrote:
How are you supposed to win when the AI starts with 2 cities pretty much? lol

They'll always have more units than you, always have more gold and happiness. How to win?



Most strategy games basically admit they failed the ai development and just give the AI basically limited cheats to various degree to make up for it.

Exactly. Games on higher difficulties are almost always about exploiting the flaws in the Ai.
zugzwang
Profile Joined May 2013
2 Posts
June 25 2013 22:56 GMT
#2458
--- Nuked ---
Sub40APM
Profile Joined August 2010
6336 Posts
June 25 2013 23:02 GMT
#2459
sometimes the ai will rush you if it thinks it has a much bigger army than you no matter what. just get 5-6 archers and upgrade them to cb's and no ai should be able to touch you.
Banishment
Profile Joined December 2011
Germany102 Posts
June 25 2013 23:04 GMT
#2460
Which is sad but especially true for Firaxis Games. And 50 Cities aint normal. Sometimes the AI does things he isnt supposed to do. Rome once build 25 Cities when i had 3 at that time. That shit was insane. Luckily this isnt a very common AI behaviour though^^
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