On October 22 2016 01:07 Excalibur_Z wrote:
It's not still thresholds of culture generation?
It's not still thresholds of culture generation?
Yeah, it's culture.
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xDaunt
United States17988 Posts
On October 22 2016 01:07 Excalibur_Z wrote: Show nested quote + On October 22 2016 00:47 andrewlt wrote: I haven't played yet but spent half an hour looking around the game before I went to bed last night. I had a few UI issues. Edge scrolling up is annoying since it would scroll up while I'm trying to press menu buttons up there. Probably should decrease the edge area or make you move to the actual edge before scrolling. It takes way too long to get an info box after mousing over tiles. It's annoying and I didn't find an option to make it faster. There's no mouseover info for population growth. It only shows how long before population growth at the current growth rate. There is no fraction displayed on growth progress. I couldn't find out how border expansion works. Tried looking at the civilopedia and couldn't find anything. It's not still thresholds of culture generation? Yeah, it's culture. | ||
zulu_nation8
China26351 Posts
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xDaunt
United States17988 Posts
So I'm in the Atomic Age tech-wise in my game. I'm 20 points ahead tech-wise of my next competitor, Greece, but they're already in the Information Age for culture. I'm a little worried that they may beat me with a culture victory. I'm probably going to have to invade and sack their cities to stop them. One critical thing that I've noticed with teching is that optimal teching seems to require investment in both theater districts and campus districts. A lot of Eureka bonuses for the tech tree are dependent upon the culture tree, and vice versa. Unless you are going hardcore religious victory, I think that two out of your first three districts for your cities should be a campus district and a theater district. | ||
zulu_nation8
China26351 Posts
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Makro
France16890 Posts
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lestye
United States4135 Posts
Not sure what Civ is like competitive is like, but I'm sure I'll pay attention to it now that TL is involved. | ||
Grettin
42381 Posts
On October 22 2016 05:53 lestye wrote: https://www.teamliquidpro.com/news/2016/10/21/discovering-new-land-with-mrgametheory Really interesting development in competitive Civ! Not sure what Civ is like competitive is like, but I'm sure I'll pay attention to it now that TL is involved. Eager to wait and see as well. | ||
Laserist
Turkey4269 Posts
What a disaster, none of the solutions are worked and many people have the same issue. | ||
Emnjay808
United States10638 Posts
want to play with as little intrusion on the screen as possible. edit: found it | ||
xDaunt
United States17988 Posts
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xDaunt
United States17988 Posts
I mentioned earlier that I couldn't do shit with the Chinese capital after capturing it. What I didn't realize until the end of the game was that, if you leave the AI's whose capital that you capture alive, you must get him to cede the capital to you in negotiations to get full use of the city. Long story short, I carried a shitty city the whole game for no reason. And it was a beautiful spot, too. Probably would have saved me a ton of time if I had full use of it. Ruhr Valley is probably one of the most important wonders in the game, particularly if you're going for a science victory (or for denying it). Make sure that you set up a city to build it. Wonders, in general, are really hard to build compared to previous games. Many have geographical limitations that you have to plan for well-ahead of time. You can totally ignore faith and religion like in Civ 5, but I think there will be a lot of advantages to pursuing it -- particularly when it comes to purchasing great people. Getting Eureka bonuses in the late game is hard. However, if you hit 300+ science per turn, you're going to be popping all of the final techs within 5-7 turns anyway. I'm not sure what the point of an encampment district is. The experience bonuses aren't good enough. The only nice thing about them is that you can build resource-requiring units (like tanks) with just one strategic resource if you have an encampment, whereas you would otherwise need two (unless you have the late game civic that nullifies this limitation). Industrial districts are the bomb because they can grant huge production bonuses to every city within tiles (and these bonuses stack with other industrial districts). You should probably plan city placement and design around those more than most any other consideration, except for.... I think that it's a horrible idea to build cities that aren't within aqueduct range (2 tiles) of fresh water. It's really tough to grow those cities to be useful until you hit urbanization and get access to neighborhoods. Speaking of which, urbanization is probably the most important "slingshot" tech (it's cultural) in the game. Finding ways to effectively beeline will be critical. | ||
zulu_nation8
China26351 Posts
I'm still not sure which districts to build and when. I'm guessing I should build everything in the capital and rely on domestic trade routes for growth. Commercial seems pretty useless, at least on King, science seems necessary but not sure how useful. Industrial comes pretty late. Entertainment is also necessary for tall cities. I didn't look at the district bonus thing so I built them randomly. It's best to keep the districts together and keep farms together as there are significant scaling bonuses for both when built adjacently. Religion feels useless, there's simply nothing to spend the points on besides missionaries as I haven't figured out how to buy GPs yet. Tall in general seems to have gotten nerfed a bit, I've never played wide in V so not sure how that works. Good land is more scarce now due to the water/housing limitations so tall still seems the better option. There is fail hammers apparently for wonders, you have to use a builder to get the hammers back, there's no fail gold. | ||
xtorn
4060 Posts
Interesting learning curve too, I've only played the first release in the series when i was a kid, and this version brings back the fun but with better graphics and a lot more possibilities. Most America's unique civ traits kinda suck, but the +5 to combat ability might be the best civ trait in the game hmm interesting maybe i should pay more attention at civ traits when picking, that does sound like the best | ||
Blitzkrieg0
United States13132 Posts
On October 22 2016 16:28 zulu_nation8 wrote: Religion feels useless, there's simply nothing to spend the points on besides missionaries as I haven't figured out how to buy GPs yet. The great person menu is one of the buttons in the top left. | ||
xDaunt
United States17988 Posts
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WindWolf
Sweden11767 Posts
I am glad world congress is gone though and if they bring it back in the future they better have it re-made from scratch. It felt very lazy implemented when I once ended up getting a diplo-victory without even trying. As for the TL-Pro announcement. The game has just been released and we are yet to see if there is even any interest for competitive Civ at all. We'll see what happens | ||
xDaunt
United States17988 Posts
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Danglars
United States12133 Posts
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andrewlt
United States7702 Posts
After picking the goodie hut, I got attacked by a barb camp from the northeast which I never noticed scouting me. Are the barbs all working as one faction? My warrior was too far away to help immediately so they were able to pillage two improvements while I was barely able to fend them off. That set me back greatly. | ||
xDaunt
United States17988 Posts
On deity, it seems like you need to really get a strong military fast, which almost forces you to war instead of expand. | ||
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