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Thread: Civ V Announced

  1. #331
    Quote Originally Posted by EyeKhan View Post
    Without reading, has that been corrected for in the patch?
    It's an old, old problem, one that's been present in every Civ game. It's fundamental basis is that level 1 cities have a free worked square in the form of the city square. The more small cities you have, the more "free" squares you have supporting your empire. The higher population gets in a city, the less powerful having that free square is. Except the introduction of food from Maritime states somewhat obviates that, since they can provide a truly impressive amount of food. Overall production in a city is low, this strategy doesn't see you getting many Wonders, but across the empire, production can get really high. The strategy is geared for a military game.
    Last night as I lay in bed, looking up at the stars, I thought, “Where the hell is my ceiling?"

  2. #332
    Yeah, I can see the maritime citistates providing an ungodly amount of food to a big empire.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  3. #333
    That successive game looks fun, would anybody here be up for one?

  4. #334
    \o_
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  5. #335
    That makes 2. C'mon folks, it takes more than 2 to tango.

  6. #336
    I already asked about it as well
    Quote Originally Posted by Ziggy Stardust View Post
    How is the willingness to do a little succession game here by the way?

    I have seen them on civfanatics, but those guys are freaks. I'd be the disrupting factor I'd think. While here we all blunder about and have a chance to see how others play.
    Timbuk talked about morans, Choobs just goes "huh?"
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  7. #337
    It sounds like way too much responsibility and time. I'm on a civ break right now anyway. I need to finish my novel.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  8. #338
    NaNoWriMo strikes again! If we could get Timmy in I'd be okay with a 3 person deal.

  9. #339
    Me too, normal time, standard map to keep things from bogging down. We should also agree to some tactic. (edit: maybe a diplomatic victory? Never tried it)

    By the way. First I hated puppets, but the culture game I'm in now, I'm loving them. 11 Cities I built myself, 13 captured and kept 11, including 2 capitals, as puppets. They don't raise the bar on the social policy culture ceiling, but they do add culture, science and money. Have 11K in the bank, +250 each turn, +115 culture and +200 science. In 1500 AD. I've been purchasing buildings, maintaining 4 City States, looking for a 5th (Alexander on another island conquered almost all of them ... bastard). Had a few problems with Bismarck at first on my island, but won that war twice. Not sure if I'd survived at emperor though.

    Not playing ICS, but tradepost-puppets-city states is very strong.

    For some reason PrtScr button stopped working for me, any suggestions for a screenshot capture program?
    Last edited by Ziggy Stardust; 11-06-2010 at 10:01 PM.
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  10. #340
    I actually just finished a diplomatic victory. While I had made the game impossible to win by domination, it was nonetheless quite a rewarding win. Archipelago 10 Civs, 20 CSs on King. Focusing on techs and wonders early gave me a huge lead in my 3 city (except for Greek puppets) Siamese empire. Had easily the most policies, techs, and great people of any civ by the time it was all over. Golden ages were key as well; the amount of gold and production you can get in 18 turns is ridiculous. I ended up having 12 of 10 votes needed to win out of 28. Very fun.

    Ziggy, a lot of options here for screencapture freeware.

  11. #341
    Yeah, Siam or Greece are the civ for city state vote wooing.

    Thanks for the link
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  12. #342
    Crap on a stick

    I was gunning for a cultural victory, had all city states allied and 30+ cities all around size 15-19, 150 happiness, 1600 science, 1000 culture and swimming in money. Just 2 policies to go. And then Alexander built the UN.

    Won a diplomatic victory with 12 out of 15 votes
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  13. #343
    Domination again. On Emperor this time. Seemed no harder than King really.

    Off to find summink else to play.

    Might go back to my massive X3:TC game for a while.
    Quote Originally Posted by Steely Glint View Post
    It's actually the original French billion, which is bi-million, which is a million to the power of 2. We adopted the word, and then they changed it, presumably as revenge for Crecy and Agincourt, and then the treasonous Americans adopted the new French usage and spread it all over the world. And now we have to use it.

    And that's Why I'm Voting Leave.

  14. #344
    Tim! In between kicking ass at your new job I hope you consider Ziggy's and my offer of a 3-player successive game.

  15. #345
    Quote Originally Posted by Ziggy Stardust View Post
    Crap on a stick

    I was gunning for a cultural victory, had all city states allied and 30+ cities all around size 15-19, 150 happiness, 1600 science, 1000 culture and swimming in money. Just 2 policies to go. And then Alexander built the UN.

    Won a diplomatic victory with 12 out of 15 votes
    Hard to win a cultural victory rather than diplomatic if you're going large. A better bet is to go small. Only 2-4 cities.
    Last night as I lay in bed, looking up at the stars, I thought, “Where the hell is my ceiling?"

  16. #346
    On a large map, I figured around 10 cities of my own, and lots and lots of puppets and city states. All producing culture without upping the threshold. Would have worked if I hadn't gone overboard with buying city states. And didn't expect the AI to commit gameicide by building a UN for me to win to game. Lesson learned.

    Enough with the empire building game, next up, total destruction.
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  17. #347
    BUMP!

    Patch is out which radically changes the dynamic of the game and has some nice improvements

    http://store.steampowered.com/news/4789/

    Sid Meier's Civilization® V Update Released



    Product Update - Valve
    15 Dec 2010

    Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

    [AI]

    [TACTICAL AI]
    - Proper evaluation of which enemy units can reach my units next turn.
    - Sorting enemy targets (within a class) by damage.
    - Combine bombardment fire from cities with other ranged fire where possible.
    - Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
    - Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
    - Make all forms of guarding improvements the lowest priority tactical AI moves.
    - Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
    - Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
    - Never use ranged units to provide flank bonuses.
    - Reduce chance of AI civs making "suicide" attacks.
    - Changes to better protect the capital or any city with an enemy within 5 tiles.

    [VICTORY]
    - AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
    - AI will be more aggressive about building Spaceship parts when going for Science victory.

    [CIVS]
    - Tweak a few leader settings to be more likely to use their traits.
    - Adjust Napoleon to make more likely to go for culture.

    [COMBAT/UNITS]
    - AI will not use Horse as defenders on hills as much.
    - AI will often build more defensive troops.
    - AI will more aggressively hunt barbs in the early game.
    - Slightly more naval units.
    - AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
    - AI now builds, deploys, and uses air units more effectively.
    - Allow AI to build more units if above Prince.
    - AI will be more likely to build and bring siege units in a city attack.
    - Better nuke targeting by AI.
    - Won't build AA if no air threat.
    - Allow AI or automated human explorers to move to edge of sight range and then explore again.

    [EXPLORATION/EXPANSION]
    - AI will emphasize getting an Ocean going explorer unit when the time comes.
    - AI slightly more likely to settle off home continent.
    - AI should colonize other continents regularly.
    - AI second wave expansion more aggressive.
    - Improve the AI's chances of setting up protected bombard attacks.
    - Settlers: should handle watery maps better.
    - AI will grab goody huts on other land masses.
    - AI will grab empty barb camps more often.

    [WORKERS/CITY AI]
    - Large Cities should be more willing to build happiness and gold buildings.
    - Workers prioritize repair builds higher than other builds.
    - AI will be more likely to build a wall on any city that was an original capital.
    - Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
    - More likely to build up economy early.
    - Multiple worker AI improvements.

    [MISC]
    - Factor GS into flavors more.
    - Disband obsolete units even if not losing money.
    - Upgrade units a bit more.
    - Tweak flavors of policies a bit.
    - Have AI factor Grand Strategy into picking policies.
    - AI will factor grand strategy into tech choices a bit more.
    - AI don't send a barb expedition if defenses are critical.
    - AI less likely to pick a city on an inland sea for serious naval production.
    - Additional pathfinder optimization.

    [GAMEPLAY]

    [CITY/BUILDINGS]
    - Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
    - Added "Circus Maximus" national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
    - Library now has no specialist slots.
    - Wat now has two specialist slots.
    - Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
    - Observatory now has 1 specialist slot.
    - Research Lab has two specialist slots.
    - Public school now provides 1 beaker per pop for 3 gold maintenance.
    - Watermill now provides +2 good and +1 production for 2 gold maintenance.
    - Paper Maker now has no specialist slots.
    - Circus now has +2 happiness and no maintenance.
    - Theatre now has +5 happiness.
    - Stadium now has +5 happiness.
    - Reduced production cost and maintenance for the Courthouse.
    - Courthouse can now be purchased in a city (although it is expensive).
    - Removed maintenance from city defense buildings (Walls, Castle, Military Base).
    - City defense buildings now help cities heal.
    - Increased city strength ramp-up based on technology.
    - Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
    - Reduced amount of food needed for cities to grow at larger sizes.
    - Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
    - Ironworks now gives 10 hammers instead of a % bonus.
    - National College now gives +5 science in addition to the % bonus.
    - Hermitage gives 5 culture in addition to its previous bonus.
    - Raze/Unraze exploit fixed.
    - Cities being razed are unhappy about it (only during the razing process).
    - Cities heal more quickly.

    [UNITS/PROMOTIONS]
    - Cavalry can now go obsolete with Combustion.
    - Stealth bombers cannot use carriers.
    - Only allow one upgrade per unit from a goody hut.
    - Add second embarkation promotion ("Defensive Embarkation").
    - Amount of damage done during naval combat increased.
    - All melee horse units get penalty attacking cities.
    - Increased city attack penalty for mounted and armor units to 50% (from 40%).
    - Lancers (and Lancer UUs) upgrade to helicopter.
    - Lowered combat value of Horseman and Companion Cavalry.
    - Promotions must be picked the turn they're earned.
    - Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
    - Catapults and Trebuchets now weaker against units but stronger VS cities.
    - Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
    - Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
    - Remove requirement for aluminum on Mobile SAM.
    - Lower open terrain penalty to 10% .
    - Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
    - Cavalry now upgrade to tanks.

    [CITY STATES]
    - Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
    - Only the first 3 units gifted to a city-state will earn Influence now.
    - Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

    [HAPPINESS]
    - If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
    - Amount of Happiness needed to trigger a Golden Age reduced.
    - Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

    [POLICIES]
    - Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
    - Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
    - Liberty now provides a Settler training bonus to only the capital, and not every city.
    - Tradition now provides +50% growth in the capital.
    - Theocracy now reduces Unhappiness by 25% .
    - Reformation now gives a 10-turn GA.
    - Adopting Rationalism now gives a 4-turn GA.

    [TECH TREE]
    - Add link between Military Science and Dynamite.
    - Add link between Civil Service and Education.
    - Add link between Economics and Scientific Theory.
    - Add link between Chivalry and Acoustics.
    - Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

    [GENERAL]
    - Fixed bug where clicking on a city plot wouldn't select the garrison.
    - Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
    - Players must now always adopt Policies immediately, and cannot defer picking until later.
    - Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
    - Reduced culture needed for first plot acquisition from 20 to 15.
    - 3 new Natural Wonders and rarity code for both base game and New World scenario.
    - Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).

    [DIPLOMACY]
    - 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, etc.).
    - Not agreeing to a friend's request now results in a relations hit.
    - Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
    - AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
    - AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

    [UI]
    - Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
    - Change ActivePlayer's name to "You" in single player in score list.
    - Added game option to disable automated workers from removing features.
    - Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
    - Load Map function will now display correct size and type of saved map.
    - New "Angry Genghis" loading screen (replaces the "fluffy-bunny Genghis" loading screen).
    - Added setup options to allow players to defer choosing Policies and Promotions right away.
    - Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
    - Global politics screen updated to reflect new diplo system.
    - Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
    - Multiple tweaks and bug fixes.

    [MISC]
    - Fix small bugs with adding long roads around existing features.
    - Fixed bombard arrow across world wrap.

    [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).
    - The pager for the installed mods tab of the mods browser is now displayed in the correct location.
    - Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
    - Categories refresh much faster now in the mods browser.
    - Multiple additional tweaks and fixes to the mod browser.
    - Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
    - Added GameEvents system for overriding Gameplay DLL specific functionality.
    - Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
    - Multiple SDK updates (new version to go live shortly).

    [SERIALIZATION/SAVES]
    - Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game out of memory crashes significantly.
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  18. #348
    Cool. Might start up a new game. Haven't touched it in a while.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  19. #349
    Since Civ V requires Steam...

    Civ V is curently the focus of Steam's treasure hunt promotion. Make a wish list of 10 games, build a wonder in Civ V, and you're entered to win the top 5 games of your wishlist in 2 days, as well as a chance to win 100 steam games of your choice if you also log in on the 20th (start of their holiday sales).

  20. #350
    Aside from the option in set-up to stack promotions and policies, this patch nearly eradicated ICS. I'm extremely happy with the diplomacy changes, changes in some wonders and policies and happiness. Sad to be losing the library specialists though. Great patch altogether, I may have to play it again soon...

  21. #351
    What's ICS?
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  22. #352

  23. #353
    got it
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  24. #354
    Ok, the AI is definitely improved with regard to spending it's money. I was in a pre-patch game already, fighting with Hiawatta who had 56k in the bank. Overall I wasn't doing too shabby and nicked 6 of his cities.

    After the patch he spend all but 10k of his money. And I think it all went to units. A tidal wave of Mech Inf and Modern Armour descended on me (counted them at one time, and besides from the odd gunships and SAMS and artillery and Rocket Artillery and GIANT DEATH ROBOTS I counted 21 Mech Infs, 14 Tanks, and 11 Modern Armour, but he's got fresh troops arriving constantly) and he unceremoniously beat me back to 3 cities on the coats which I'm now desperately am trying to defend with the aid of very heavily promoted destroyers and battleships, but by the looks of it I'll have to run away and I'll be driven into the sea back to the continent I came from. In short, I'm getting a good trashing. he's also now upgrading those obsolete units which I had used for target practice to get experience up.

    AI is not as much of a push-over as it used to be.
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  25. #355
    Burn the cities and run.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

  26. #356
    Burning a 10+ pop city took too long. So just run it is.
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  27. #357
    Patch sounds good.

    Beating the AI on domination at Emperor difficulty was a little bit ridiculous.

    Will start up a game again once I've completed the Settlers 7 DLC pack 3
    Quote Originally Posted by Steely Glint View Post
    It's actually the original French billion, which is bi-million, which is a million to the power of 2. We adopted the word, and then they changed it, presumably as revenge for Crecy and Agincourt, and then the treasonous Americans adopted the new French usage and spread it all over the world. And now we have to use it.

    And that's Why I'm Voting Leave.

  28. #358
    AI still does silly things with his units at times though.

    You played Pangea right? Maybe try a little more challenging map? Continents have the advantage that when you finished your continent you'd have to stage a sea invasion somehow. And seeing as there will often be an AI dominating the other continent, invasions can be tricksy.

    Don't try Tiny Island map. When I did the AI seems to be set on settling the poles when there still were good island around, don't know if the patch fixed that.
    I could have had class. I could have been a contender.
    I could have been somebody. Instead of a bum
    Which is what I am

    I aim at the stars
    But sometimes I hit London

  29. #359
    Played a game to see how the changes were. Most of them are subtle, but I definitely noticed the AI's new naval aggression.

    By the way, I LOVE Persia's UU of 50% longer golden ages. Coupled with that, Chichen Itza, the Taj Mahal, and some Great People, I had a 90 turn golden age at one point, and over 90 at another. Got the cultural win; 456 culture/turn and 9k in the bank.

  30. #360
    Soooooo. I started a new game (Mongols, King level, Huge Pangea, Domination/Culture victory only) and was holding my own rather well, even when 7 other civs were at war against me, and getting ramped up with some modern armor, researching fission, had some Uranium, was planning to nuke my American neighbors when....I'm sick with it...on turn 350, 1939, the game seizes up between turns. Ok, went to the last save, replayed turn by turn, saving every turn, until 350, 1939, and between turns it seizes again. Reload, seize. Launch w/ direct x9, reload, seize. FUCK! I'VE BEEN PLAYING THIS FUCKING GAME FOR DAYS! :MAD:

    Has anyone else seen this. Any solutions? WTF.
    The Rules
    Copper- behave toward others to elicit treatment you would like (the manipulative rule)
    Gold- treat others how you would like them to treat you (the self regard rule)
    Platinum - treat others the way they would like to be treated (the PC rule)

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