.I think it can be a good game with some patches but right now I kinda prefer the crappy iphone version.
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starfries
Canada3508 Posts
.I think it can be a good game with some patches but right now I kinda prefer the crappy iphone version. | ||
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Manit0u
Poland17661 Posts
On October 20 2010 19:54 APurpleCow wrote: Show nested quote + On October 20 2010 08:06 Deathstar wrote: If I'm going for a huge empire path and for victory condition I guess domination, what social policies should I be focusing on? Liberty's +1 happiness Communism in Order Freedom +1 happiness IF you have a traderoute to capital established and the rest of the tree is pretty much worthless (need 3 policies to get to this). Not that great. Order is great, Piety can help a bit (-20% unhappiness, which means cities at 5 pop act like they'd be 4 pop in terms of happiness, and on the way to it you get +2 happy and -25% golden age happiness requirements, and golden ages rock in this game). Autocracy is good if you want to do a lot of fighting (-50% unhappiness in annexed cities). Freedom doesn't give you anything (unless you're willing to spend 2 policies on getting +33% city defense, which you don't want as you're going to be on the offense if you want a domination victory). Liberty is useless in my eyes as it doesn't really give you anything of significance past early game. The longer the game lasts, more useless it becomes. | ||
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APurpleCow
United States1372 Posts
Freedom doesn't give you anything (unless you're willing to spend 2 policies on getting +33% city defense, which you don't want as you're going to be on the offense if you want a domination victory). um what? do ICS. get Freedom. see what happens to your happiness. | ||
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HolydaKing
21254 Posts
I love sea battles, although the AI doesn't seem to be good at it (didn't try any higher than Monarch though, although i beat it kind of easily with a horseman rush ^^)! I hope they fix that the turns take so long (worker calculation bug apparently) and i'd like a feature to turn off seeing when allied city states get attacked, since that also kind of sucks and is usually pretty unimportant. BTW: I dunno the name of the size in english, but the biggest mapsize, i assume Huge or something, is it working for anyone or is it just a bug for me? Tried it twice and both time my civ crashed immediately (with lots of city states on). (Aside from that i can't imagine how fucking huge it has to be >.<) | ||
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Kutar_FOX
Korea (South)67 Posts
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Biochemist
United States1008 Posts
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HolydaKing
21254 Posts
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QuothTheRaven
United States5524 Posts
On October 22 2010 04:41 Manit0u wrote: Show nested quote + On October 20 2010 19:54 APurpleCow wrote: On October 20 2010 08:06 Deathstar wrote: If I'm going for a huge empire path and for victory condition I guess domination, what social policies should I be focusing on? Liberty's +1 happiness Communism in Order Freedom +1 happiness IF you have a traderoute to capital established and the rest of the tree is pretty much worthless (need 3 policies to get to this). Not that great. Order is great, Piety can help a bit (-20% unhappiness, which means cities at 5 pop act like they'd be 4 pop in terms of happiness, and on the way to it you get +2 happy and -25% golden age happiness requirements, and golden ages rock in this game). Autocracy is good if you want to do a lot of fighting (-50% unhappiness in annexed cities). Freedom doesn't give you anything (unless you're willing to spend 2 policies on getting +33% city defense, which you don't want as you're going to be on the offense if you want a domination victory). Liberty is useless in my eyes as it doesn't really give you anything of significance past early game. The longer the game lasts, more useless it becomes. I have a feeling that your play is massively suboptimal, which is OK because the AI is so bad that you can probably beat Immortal that way. But if you are looking to raise your game a little (perhaps to try to set some score records or enter some competitions), I suggest trying Infinite City Sprawl (ICS). Here's a pretty good and detailed walkthrough of an ICS game: http://www.garath.net/Sullla/Civ5/liberteordre.html If you're playing this way (which is the best way to play, as it gets more science, gpt, and production than anything else), you'll quickly realize that the only useful policies are meritocracy, the freedom unlock (only the initial one), and the order policies to communism. Anything in tradition, honor, piety, patronage, or autocracy is complete garbage. Merchant navy (+3 hammers) can be useful as a substitute for order/communism if you have a lot of coastal cities and want to explode in city number before the industrial era. Some of the policies in rationalism might be useful (particularly +2 beakers per specialist). Generally, the vast majority of your empire will consist of size 4 cities with a colosseum and a library, with 2 scientist specialists and 2 citizens working hill trading posts (using maritime CS for all food). It's a pretty cool way to play, and you can get some absurd exponential growth in all of your demographics ![]() | ||
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HaGuN
United States154 Posts
I also build a honor/piety or militaristic/cultural growth, but im having trouble torwards the industrial era, and finding myself against empires 2-4 times greater in size and production with just a small bit of greater tech. although this could be from peace with them when I'm winning, or often times i want to go to peace to cripple one, when i can cripple both. I also liberate and gain assistance from maritime and militaristic city states. Any tips? (most of the time i do not create puppets or annex cities and just raze them or trade/liberate them off to another smaller nation.) Edit: dint notice this was a wall of text.. sorry >.< | ||
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Krigwin
1130 Posts
On October 22 2010 04:17 starfries wrote: I played a ton of Civ Revolutions on the iphone so I decided to pick this up. All I have to say is, who is this Ramesses guy? Cleopatra was a babe .Oh, please tell me you're joking. | ||
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{CC}StealthBlue
United States41117 Posts
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Impervious
Canada4215 Posts
On October 22 2010 05:53 QuothTheRaven wrote: Show nested quote + On October 22 2010 04:41 Manit0u wrote: On October 20 2010 19:54 APurpleCow wrote: On October 20 2010 08:06 Deathstar wrote: If I'm going for a huge empire path and for victory condition I guess domination, what social policies should I be focusing on? Liberty's +1 happiness Communism in Order Freedom +1 happiness IF you have a traderoute to capital established and the rest of the tree is pretty much worthless (need 3 policies to get to this). Not that great. Order is great, Piety can help a bit (-20% unhappiness, which means cities at 5 pop act like they'd be 4 pop in terms of happiness, and on the way to it you get +2 happy and -25% golden age happiness requirements, and golden ages rock in this game). Autocracy is good if you want to do a lot of fighting (-50% unhappiness in annexed cities). Freedom doesn't give you anything (unless you're willing to spend 2 policies on getting +33% city defense, which you don't want as you're going to be on the offense if you want a domination victory). Liberty is useless in my eyes as it doesn't really give you anything of significance past early game. The longer the game lasts, more useless it becomes. I have a feeling that your play is massively suboptimal, which is OK because the AI is so bad that you can probably beat Immortal that way. But if you are looking to raise your game a little (perhaps to try to set some score records or enter some competitions), I suggest trying Infinite City Sprawl (ICS). Here's a pretty good and detailed walkthrough of an ICS game: http://www.garath.net/Sullla/Civ5/liberteordre.html If you're playing this way (which is the best way to play, as it gets more science, gpt, and production than anything else), you'll quickly realize that the only useful policies are meritocracy, the freedom unlock (only the initial one), and the order policies to communism. Anything in tradition, honor, piety, patronage, or autocracy is complete garbage. Merchant navy (+3 hammers) can be useful as a substitute for order/communism if you have a lot of coastal cities and want to explode in city number before the industrial era. Some of the policies in rationalism might be useful (particularly +2 beakers per specialist). Generally, the vast majority of your empire will consist of size 4 cities with a colosseum and a library, with 2 scientist specialists and 2 citizens working hill trading posts (using maritime CS for all food). It's a pretty cool way to play, and you can get some absurd exponential growth in all of your demographics ![]() I've been playing somewhat similarly, however, I'll generally freeze my population when I get 6-7 pop instead of ~4. Is stopping it at ~4 the better way of going about it? | ||
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disformation
Germany8352 Posts
+ Show Spoiler + Thus, if you can manage the happiness costs, you pretty much always want more cities. And it is in fact possible to manage the happiness cost: the secret is to limit your own population. Have a few "normal cities", then cap all of your other cities and do not let them grow past a certain size. I've found that size to be 4, where the total unhappiness cost of each city will be 6 overall (4 + 2, and notice this is exactly the same for India, only reversed). With Liberty's Meritocracy (+1 happy per city connected to capital) and Order's Planned Economy (-50% unhappy per city) or the Forbidden Palace wonder, each city costs only its own population in unhappiness. Cap its growth at size 4, build a colosseum, and every city is happy-neutral. Now you can spam them endlessly across the map, and every city simply adds more production, more research, more gold... Also: the new patch is out since a few days. According to the patch notes, the AI was buffed in a few ways. Since I haven't bought civ5. Can post about the experience since the patch? Is the AI only slightly less retarded, or okay now? | ||
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Impervious
Canada4215 Posts
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Random()
Kyrgyz Republic1462 Posts
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Wasteweiser
Canada522 Posts
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{CC}StealthBlue
United States41117 Posts
http://forums.civfanatics.com/showthread.php?t=396619 | ||
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Igakusei
United States610 Posts
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Ceril
Sweden1343 Posts
Missing the horrendous turn speed in development. Micromanaging your cities is working poorly, try switching 'maximize for production, food etc' around and you'll find 3/4 times you got more production, when focusing workers on food :S Nothing innovative, the stack limit of 1, there has to be a stack limit, but 1! I'd rather play the oldies master of magic, master of orion or civ4 then this game, the attempt to make it look complex when complexity is taken away compared to nr #4 and the older titles, but games nowdays can't be allowed to be complex, click the start button, enjoy the cutscenes and your popcorn. I wish I had pirated this and given a round a go before shelling out cash based on my expectations that it would be an enjoyable game with great replayability, endless hours of fun, as one have grown to expect from such a title. | ||
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Whiladan
United States463 Posts
(taken from http://forums.civfanatics.com/showthread.php?t=401303) AI * Worker AI improvements. * Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone. * AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories). * AI should colonize other continents regularly. * AI will emphasize production of an Ocean going explorer unit when the time comes. * Adjust Napoleon to make him more likely to go for culture. * More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred. * Optimization when finding routes (pathfinder improvement). * Multiple tweaks and bug fixes. * AI will now build ranged and mobile units more in line with the flavor settings. * Multiple defensive AI tweaks. * Never use ranged units to provide flanking bonuses. (Added 11/18) * Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18) * Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18) * Further pathfinder optimization. (Added 11/18) * AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3) * AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3) * AI more likely to effectively use siege units in a city attack. (Added 12/3) * Better nuke targeting by AI. (Added 12/3) * Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3) * Multiple tweaks and bug fixes. (Added 12/3) GAMEPLAY * Cities heal more quickly. * Only allow one upgrade per unit from a goody hut. * Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18) * Amount of damage caused during naval combat increased. (Added 11/18) * Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18) * Lowered bonuses received from Maritime city-states. (Added 11/18) * Removed maintenance from defensive buildings. (Added 11/18) * Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18) * Open terrain penalty lowered. (Added 11/18) * Policies must be selected the turn they are earned. (Added 11/18) * Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18) * Increased city strength ramp-up based on technology. (Added 12/3) * Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3) * Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3) * Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3) * Reduced points from Wonders & Cities, increased points for population. (Added 12/3) * Reduced culture needed for first plot acquisition. (Added 12/3) * New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3) * New Building: National Treasury (National Wonder for economic track). (Added 12/3) * Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3) * Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3) * Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3) * Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3) * Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3) * 3 new additional Natural Wonders added to gameplay, with accompanying “rarity” code. (Added 12/3) * Multiple Tech Tree tweaks to address “slingshot” tech exploits. (Added 12/3) * Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3) * Reduced and balanced combat bonuses. (Added 12/3) UI * Tweaked the single-player score list to hide the civs of unmet ai players. * Added game option to disable automated workers from removing features. (Added 11/18) * Additional updates to the Global Politics screen. (Added 12/3) * Added game option to disable turn-blocking promotions and policy choices. (Added 12/3) DIPLO * AI's attitude towards you is now visible in the diplo screen and diplo drop-down. * Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset. * New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions). * New diplo system: Denounce (public declaration with diplomatic repercussions). * New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request). * Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3) MODDING * Parent category counts now include counts of child categories. * Selecting/deselecting a category now automatically selects/deselects it's children and its parent. * Tweaked category name truncation to better fit names. * Hide categories w/ no children and a count of 0. * Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing). * Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3) * Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3) * Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3) * Multiple SDK Updates (details to come with full patch notes). (Added 12/3) | ||
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