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Civilization V + DLC's, G&K, BNW - Page 124

Forum Index > General Games
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LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2013-06-25 23:53:45
June 25 2013 23:53 GMT
#2461
its kind of the bane of the 4x genre.
Its too slow for multiplayer and too complex for developers to make a challenging AI.


Arcengames explored some nice possibilities: In AI War the rules for AI and players are not the same at all, basically the player plays a freeform campaign every map.

In Skyward collaps the player plays 2 factions that are at war with each other, but he cant control the units and he also has to survive against barbarians etc.





Also, firaxis always had a problem with tuning the difficulties properly. No idea whats that about.
Sub40APM
Profile Joined August 2010
6336 Posts
June 26 2013 00:52 GMT
#2462
the ai doesnt suffer a happiness hit on higher difficulties, so why shouldnt it cover the map with cities? thy are like little defensive posts that you have to take to defeat it at the very least. and an infinite city construction is a viable strategy:
Sub40APM
Profile Joined August 2010
6336 Posts
June 27 2013 16:50 GMT
#2463
http://www.polygon.com/features/2013/6/27/4453070/civ-the-making-of-brave-new-world

Pretty interesting article.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2013-06-27 19:10:26
June 27 2013 19:10 GMT
#2464
Venice screenshot.

+ Show Spoiler +
[image loading]
"Smokey, this is not 'Nam, this is bowling. There are rules."
Sub40APM
Profile Joined August 2010
6336 Posts
June 27 2013 19:12 GMT
#2465
kin of interesting to see that an industrial era trade route only brings in 12-16 gold per turn. Doesnt that seem kind of low?
xDaunt
Profile Joined March 2010
United States17988 Posts
June 27 2013 19:16 GMT
#2466
On June 28 2013 04:12 Sub40APM wrote:
kin of interesting to see that an industrial era trade route only brings in 12-16 gold per turn. Doesnt that seem kind of low?

Not really. That's just for one city. Do we know whether the trade routes are affected by commerce building multipliers? (market, bank, etc).
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 27 2013 19:42 GMT
#2467
Civil War scenario:

http://www.twitch.tv/2k/c/2486193
"Smokey, this is not 'Nam, this is bowling. There are rules."
Sub40APM
Profile Joined August 2010
6336 Posts
June 27 2013 22:20 GMT
#2468
so the leader screen is the biggest thing holding back adding new civs...anyone else think we could just all skip them?
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
June 28 2013 07:20 GMT
#2469
On June 28 2013 07:20 Sub40APM wrote:
so the leader screen is the biggest thing holding back adding new civs...anyone else think we could just all skip them?


Yea I kind of agree. But do you really want like 50+ civs?
https://twitter.com/SufficientStats
Sub40APM
Profile Joined August 2010
6336 Posts
June 28 2013 08:04 GMT
#2470
I mean, 50+ civs just means they'll start repeating UA and UUs, and we are already seeing weird UUs like Indonesias but I'd be okay with an extra 10 civs or so. Or alternatively I wish they would take the R.E.D. skin mod to add more visual variety to different units sprites.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 28 2013 22:35 GMT
#2471
"Smokey, this is not 'Nam, this is bowling. There are rules."
Sub40APM
Profile Joined August 2010
6336 Posts
June 28 2013 22:56 GMT
#2472
...is the guy who is doing the voiceover the same guy who was Goliath in that old Disney cartoon, gargoyles?
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 28 2013 22:58 GMT
#2473
Yeah that is Keith David.
"Smokey, this is not 'Nam, this is bowling. There are rules."
xDaunt
Profile Joined March 2010
United States17988 Posts
June 29 2013 01:05 GMT
#2474
Apparently the new Arab UA is +50% range to trade routes and trade routes cause additional religious pressure.
Sub40APM
Profile Joined August 2010
6336 Posts
June 29 2013 02:07 GMT
#2475
Seems like its pretty powerful, since the longer the rang the more money it brings in, does it also apply to water routes?
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
June 29 2013 08:27 GMT
#2476
On June 29 2013 10:05 xDaunt wrote:
Apparently the new Arab UA is +50% range to trade routes and trade routes cause additional religious pressure.


So one way to decrease pressure from Arabia is to dow it? =)
https://twitter.com/SufficientStats
eX Killy
Profile Joined November 2012
Taiwan906 Posts
Last Edited: 2013-06-29 08:55:34
June 29 2013 08:53 GMT
#2477
On June 26 2013 08:04 Banishment wrote:
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^^

well its possible if you play against ethiopia and they got desert folklore and then went for burial. they will straight up ics you to hell and space victory pre 240 or something ridiculous. or darius infinite ga. that shit gets out of hand on deity real quick because they kill their neighbours and run away with the lead.
telling it like it is
xDaunt
Profile Joined March 2010
United States17988 Posts
June 29 2013 17:40 GMT
#2478
On June 29 2013 11:07 Sub40APM wrote:
Seems like its pretty powerful, since the longer the rang the more money it brings in, does it also apply to water routes?

I think it depends upon how you use it. If you maximize the range bonus, the net result is more money for the Arabs compared to other civs. However, to maximize the religious pressure effect, you want to be doing trade routes cities on the border of your religious sphere of influence. In the early game, it will be kind of an "either/or" mechanic. However, as your civilization and religious influence grow, it will likely be easier to maximize distance and still effectively exert religious influence. Basically, yeah, it strikes me as potentially being one of the better UAs right out of the box that will add more flexibility to arguably the most flexible civ in the game.

Keep in mind that the lump sum gold nerf (you need declaration of friendship to do lump sums now) is a pretty heavy indirect nerf on the Arabs (bazaar abuse ftw).
BoZiffer
Profile Joined November 2011
United States1841 Posts
June 29 2013 17:51 GMT
#2479
On June 29 2013 07:58 {CC}StealthBlue wrote:
Yeah that is Keith David.


He's got the best voice in the biz I'd have to say...
Sub40APM
Profile Joined August 2010
6336 Posts
June 29 2013 19:09 GMT
#2480
On June 30 2013 02:40 xDaunt wrote:
Show nested quote +
On June 29 2013 11:07 Sub40APM wrote:
Seems like its pretty powerful, since the longer the rang the more money it brings in, does it also apply to water routes?

I think it depends upon how you use it. If you maximize the range bonus, the net result is more money for the Arabs compared to other civs. However, to maximize the religious pressure effect, you want to be doing trade routes cities on the border of your religious sphere of influence. In the early game, it will be kind of an "either/or" mechanic. However, as your civilization and religious influence grow, it will likely be easier to maximize distance and still effectively exert religious influence. Basically, yeah, it strikes me as potentially being one of the better UAs right out of the box that will add more flexibility to arguably the most flexible civ in the game.

Keep in mind that the lump sum gold nerf (you need declaration of friendship to do lump sums now) is a pretty heavy indirect nerf on the Arabs (bazaar abuse ftw).

I guess it depends on how much religiousness you generate, but I'd always want more money than more religion. Ya that nerf is going to hurt, but at least they have the camel archer and more gold. the dutch are just boned.
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