I know right after release everyone was bitching about MP and how bad it was...
Civilization V + DLC's, G&K, BNW - Page 40
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chroniX
517 Posts
I know right after release everyone was bitching about MP and how bad it was... | ||
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bubO
United States367 Posts
On March 12 2012 15:49 chroniX wrote: How is multiplayer nowadays? Like if i want to team up with a friend? Is it fun? I know right after release everyone was bitching about MP and how bad it was... Me and my friend played against bots. I gotta say it was pretty damn fun. I dont know against actual people thought i have not yet played that but i can see it being very fun | ||
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Cel.erity
United States4890 Posts
On March 12 2012 15:49 chroniX wrote: How is multiplayer nowadays? Like if i want to team up with a friend? Is it fun? I know right after release everyone was bitching about MP and how bad it was... It's about the same as release, I think. You're basically forced to produce units nonstop, since if someone checks Demographics and sees you're last in military, you'll get dogpiled. It's pretty brutal. Games never last until Industrial. I could see 2v2 or 3v3 teams being pretty fun though, but I've never tried that. | ||
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Torte de Lini
Germany38463 Posts
I enjoy playing against friends, but it's too long and there isn't much shit to do. The new expansion is needed. | ||
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ain
Germany786 Posts
Best way to play this is PBEM. | ||
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archonOOid
1983 Posts
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{CC}StealthBlue
United States41117 Posts
http://www.gamersglobal.de/interview/mehr-tiefgang-durch-religionen | ||
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HejaBVB
Germany125 Posts
- research agreement(?) fixed - During Renaissance the effect of religion is going down | ||
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Cel.erity
United States4890 Posts
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MaV_gGSC
Canada1345 Posts
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Pillage
United States804 Posts
On March 15 2012 13:39 {CC}StealthBlue wrote: German TL'ers needed: http://www.gamersglobal.de/interview/mehr-tiefgang-durch-religionen Text from google translate: Together with designer Ed Beach Producer Dennis Shirk took us to the addon Civilization 5: Gods and Kings before. We then dragged Dennis Shirk for an exclusive interview from our microphone to talk about the many changes that will have the extension. Jonas Schramm 13th March 2012 - 23:45 - Updated 20 hours ago Among the many innovations that Civilization 5: Gods and Kings brings with it, you could have you in our In-Test Product convincing. After we presented the extension recently in San Francisco for half an hour, we have Dennis Shirk , Associate Producer at Firaxis development studio caught and questioned, among other new religions and the revised spies. In case you're wondering about the lack of questions about AI: We believe with all my faith in the competence of Firaxis, Civilization 5 with only what we can experience and see for yourself, and no designer promise. GamersGlobal: There is a saying: never talk about taxes and religion - with the new extension of Gods and Kings Were you doing just that but it internally heated discussions about it? Dennis Shirk: Actually no, that was pretty painless. We would certainly have discussed it more if it had been the goal to map the existing world religions in the game. Then it would have to be some situations in the game that no one would want to look at Firaxis on YouTube ... GamersGlobal: ... or on the right-wing news channel Fox News. Who sat on standard strategies can forget the addon. Dennis Shirk: Exactly, it would mean we indoctrinate the youth with this or that religion. So instead, we give you complete freedom: you can call your religion as you want, and you can put it in the five to six "content slot" any combination of beliefs. This really is a lot more depth to the game: If you previously relied on standard strategies can forget the addon. For now, you have twelve civilizations, religions, with six per game. On small cards that are then still four civilizations, two religions. And this also has an impact on the surrounding civilizations. Take the faith "Just War". If the spread to one of your neighbors, your fighting units 30 percent more effective if they are located near the cities of the neighbors. GamersGlobal: : In Civilization 5 and also in Gods and Kings, we repeatedly encounter the other leaders. Can we meet in Gods & Kings and our God, who perhaps speaks of a natural phenomenon to us and praised and rewarded, because the rest of us have about him? Dennis Shirk: No, it is not omnipotent. Great prophet are with us the greatest feeling. Maybe because we the religious system in the beginning and then have the most balanced middle of a game. During the Renaissance, the influence of religion begins to wane, however, almost as in the real world. Also, the things that you can buy with points of faith, more and more expensive - up until you yourselves in the industrial age can hardly afford. This then begins to unfold the system of espionage. During the Renaissance, the influence of religion begins to wane GamersGlobal: : The changes to the city-state sound promising. Can you tell us more about their quests? Dennis Shirk : In addition to the aforementioned types, such as "kill x Barbare Display n "or global quests like" Build the most world wonders in Y trains "there is in the addon a quest-type, where you'll have to recover a tribute to another city-state. Indents her with an army that is strong enough, the work and you get the gold, and maybe even a few workers. But behind your back can the city-state which have intimidated her, complaining about it at another player and ask him for help against you. GamersGlobal: : Keyword Espionage: Do we not now almost too much information from our spies, without that we would have to do something? Dennis Shirk: The We limit the number of spies. You get one in the Renaissance, one in the industrial age and into the present. Nations with a miracle, the National Intelligence Agency, you can still get a fourth. But it can happen that you send your spies technological achievements that are old hat to you for a long time, because your own research as these have long been surpassed. We have loopholes such as the research agreement stuffed Your opponent or ally can reveal your spies and then come to you and complain about it - or they simply bring him around the corner. And then you this spy is missing for some time. Or someone uses the miracle Great Firewall, all the technology for a few laps in derogation of theft. We want it all but not artificially complicated, because it distracts from the actual game. We have packed the same number of loopholes such as the research agreement, which allowed the players trickery. You must now be good friends with civilization, with which you want to do research together. Thus, these research agreements back into something special, something of value - and to a found food for the spy a third party. GamersGlobal: If Vikings or pirates stormed ashore to plunder a city that appears authentic. But a war ship from World War II? The sailors have a city of its time but rushed for entirely different reasons ... Dennis Shirk: To some degree you have to let the reality of something out of it. (Smiles) In this case, wins the game through this new mechanism. Imagine a continent before, which is surrounded by water and protect its citizens against invasion by shore batteries. In Civilization 5, you could hardly do anything about it. But now, a destroyer squadron to come near the coast and defending a country town on einheizen - because the defender must be considerably more careful and on guard. And with the increased health reserves are now running from battles much more exciting than before. GamersGlobal: We are curious. In any case, thank you for your time and good luck on the home stretch. | ||
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Ota Solgryn
Denmark2011 Posts
Also, it seem pretty demanding on the CPU, but I guess it's because 7 AIs actually have to be controlled by the computer each turn and somehow this is demanding. | ||
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Deleted User 183001
2939 Posts
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FecalFrown
215 Posts
Science and military victories go hand in hand, because often the person who is ahead in science will win military battles as well (The higher tech units CRUSH lower tech ones, swarming vs them just gives them xp). You are also encouraged to expand to win in these ways, because more expansion means more science and gold which means more military which means more expansion. Culture is the exact opposite. Investing in culture means you CANT expand, so all of the above is moot. In addition, the bonuses for culture are pretty weak. Great your borders expand faster. That's useless because your city will not grow nearly fast enough to have citizens to work all the extra tiles you've accrued. Faster social policies is pretty horrible too. An entire tree dedicated to gaining culture faster? You gain culture faster so you can other social policies faster.... uhh why not just spend the points in another tree where they will actually benefit your actual play, not this abstract 'culture' that will EVENTUALLY win you the game, if you manage to hold out for 500 turns while having sub par technology (and thus military), and few cities. Sorry for the rant, it just seems like a glaring design flaw to make a victory condition based on a closed loop of getting culture for the sake of getting culture.. | ||
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Pangolin
United States1035 Posts
On March 15 2012 16:28 Ota Solgryn wrote: I started my first game yesterday and was really confused. I picked a standard sized map, and yet it was completely surrounded by other cities. I took one of them, but still i thought there was more "space" on the maps. Or should I just choose max size maps? Also, it seem pretty demanding on the CPU, but I guess it's because 7 AIs actually have to be controlled by the computer each turn and somehow this is demanding. How close were the other cities? It's not uncommon to have other civs and city-states in each direction, but usually there is still enough room for you to expand a few cities. It could be that you just got unlucky with other civs really close, since the game is randomly generated. As for map size, I usually play on large, as I feel standard is too small for my liking and huge takes too long to finish. If your computer chugs too much in late game in large maps, it can help to put it into the mode where it just shows a 2d board game like view. I can't remember the name of it but you can switch to it by clicking the icon by the minimap. You miss out on all the pretty graphics but it is still playable in that mode. Before I got my new computer I would switch to it later on in the game, as it seems the more of the fog of war you uncover the longer it takes to do things like ending your turn. | ||
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Meatloaf
Spain664 Posts
Next time ill crank up the difficulty as the attacks from other civs didnt look so scary , even not having the best tech and army at times they kept accepting peace treaties and the AI basically gave me the victory... What difficulty you guys play? i played this first playthrough one level above the middle one (cant remembre the name...) | ||
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Cel.erity
United States4890 Posts
On March 15 2012 16:56 FecalFrown wrote: Does anything else think that Culture is very weak in Civ 5? If you try to win via culture have to sacrifice so much to do it. Science and military victories go hand in hand, because often the person who is ahead in science will win military battles as well (The higher tech units CRUSH lower tech ones, swarming vs them just gives them xp). You are also encouraged to expand to win in these ways, because more expansion means more science and gold which means more military which means more expansion. Culture is the exact opposite. Investing in culture means you CANT expand, so all of the above is moot. In addition, the bonuses for culture are pretty weak. Great your borders expand faster. That's useless because your city will not grow nearly fast enough to have citizens to work all the extra tiles you've accrued. Faster social policies is pretty horrible too. An entire tree dedicated to gaining culture faster? You gain culture faster so you can other social policies faster.... uhh why not just spend the points in another tree where they will actually benefit your actual play, not this abstract 'culture' that will EVENTUALLY win you the game, if you manage to hold out for 500 turns while having sub par technology (and thus military), and few cities. Sorry for the rant, it just seems like a glaring design flaw to make a victory condition based on a closed loop of getting culture for the sake of getting culture.. I guess, if you want to look at it that way. All the victory conditions are viable, it just depends on what you like to play. Culture VCs are more suited if you want to have 2-3 awesome cities, and culture often ends up being a race to Telegraph+Mass Media, so early science is actually more important than in a science game. It's important to note that on Immortal/Deity, the AI will attack you a lot more frequently and have a lot more gold to dump into units. You won't just be able to expand all over the place. Sometimes quiet, peaceful culture games on 2 cities are the most efficient way to win. Should never take you 500 turns though on standard speed, more like 300. | ||
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Hirosh
Germany267 Posts
is there a release date other than spring for the expansion(gods and kings)? | ||
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Clonze
Canada281 Posts
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Cytokinesis
Canada330 Posts
On March 15 2012 16:56 FecalFrown wrote: Does anything else think that Culture is very weak in Civ 5? If you try to win via culture have to sacrifice so much to do it. Science and military victories go hand in hand, because often the person who is ahead in science will win military battles as well (The higher tech units CRUSH lower tech ones, swarming vs them just gives them xp). You are also encouraged to expand to win in these ways, because more expansion means more science and gold which means more military which means more expansion. Culture is the exact opposite. Investing in culture means you CANT expand, so all of the above is moot. In addition, the bonuses for culture are pretty weak. Great your borders expand faster. That's useless because your city will not grow nearly fast enough to have citizens to work all the extra tiles you've accrued. Faster social policies is pretty horrible too. An entire tree dedicated to gaining culture faster? You gain culture faster so you can other social policies faster.... uhh why not just spend the points in another tree where they will actually benefit your actual play, not this abstract 'culture' that will EVENTUALLY win you the game, if you manage to hold out for 500 turns while having sub par technology (and thus military), and few cities. Sorry for the rant, it just seems like a glaring design flaw to make a victory condition based on a closed loop of getting culture for the sake of getting culture.. I play on emperor on default and diety when I want to stress test a strategy. Culture is actually the second easiest victory condition to get (first being diplomacy). You really don't sacrifice much by going for it. Your tech is the same speed as all other starts because you still go writing->great library->NC. You stay on two cities just like you would do with almost every other strategy. There is very little difference between cultural and scientific victories. The most important factor is where you found your original city and what resources you have around you, obviously still Civilization counts a lot too. In fact Korea is an amazing Civilization for cultural victory because you get lots of extra science for the great artists you expend, keeping your science even with everyone else, if not ahead. You should go to civ fanatics forums and read a bit. Also, if culture is a loop then science is a loop too. In that when you go for tech victory you do the same start as everyone else but then rush education. Then it's basically just getting more science for the sake of getting more science for the sake of building a spaceship. You don't have time to durdle around a lot of the relevant military techs if you want to stay ahead of higher level opponents. Science and military victories are opposed at every crucial point in the game. Also: policies give you AMAZING bonuses that you should never underestimate. | ||
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