2011-03-29, 23:04 | Link #41 |
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Join Date: Aug 2007
Location: 42° 10' N (Latitude) 87° 33' W (Longitude)
Age: 45
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Shamefully enough, it was this game that kinda pushed me to get a new laptop. Else, I wouldn't be able to play it.
Oddly enough, after one play through, I ended up leaning more towards Starcraft. So, since January, has there been any fixes to this game?
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2011-03-30, 04:00 | Link #42 |
Banned
Join Date: Feb 2004
Location: Abstract Side of Reality
Age: 35
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This is from Civilization IV! I'm a pretty big fan of the series, and I'm somewhat proud of my score. What scores do the rest of you usually get? Picture is in the spoiler, be aware it is not 56k friendly.
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2011-03-30, 04:18 | Link #43 |
=^^=
Join Date: Aug 2007
Location: 42° 10' N (Latitude) 87° 33' W (Longitude)
Age: 45
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I play Huge Map on Marathon. Both Civ IV and Civ V.
I'd go score crazy, but once my country gets to a certain size. I usually stop expanding, 'cause I get bored once I reach a certain level of power.
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2011-03-30, 20:28 | Link #44 | |
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If you like Civ IV a lot, you should try the BUG Mod: http://sourceforge.net/projects/civ4bug/files/ http://sourceforge.net/projects/civ4bug/ The mod doesn't change any of the gameplay, but it does improve the interface.
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2011-03-30, 20:44 | Link #45 |
Che! Che! Che!
Join Date: Apr 2006
Location: Brazil
Age: 34
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Been playing this game ever since it came out as well, but on small doses since that's how I find myself enjoying Civ the most. It was my first experience with the series, so I'm still pretty bad, although I can now tackle the normal difficulty mode by now! Favourite thing about it are definitely the Giant Death Robots, and the whole scope of how you start up with some guys using a wooden stick with a stone on it and then finish by destroying cities with nukes and gigantic robots. Fantastic, haha.
Now, I just hope Firaxis will provide us with another of those DLC packs soon. And let it be Portugal, please! Sailing the seas with D Joćo II's armada is bound to be awesome, and if they're able to make a new music for the Portuguese as good as Civ IV's then I'm set.
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2011-03-31, 01:23 | Link #47 | |
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In IV, you had stuff like slavery, corporations, power, and rushbuy, you can't do that in V.
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2011-03-31, 01:39 | Link #48 |
=^^=
Join Date: Aug 2007
Location: 42° 10' N (Latitude) 87° 33' W (Longitude)
Age: 45
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Seriously. I was like... "what? 40 turns for a pikeman?!" Gimme a break!
Also, it seems Civ V discourages expansion (as in making more cities). This is in particular consideration to the National Wonders, where ALL cities must have particular buildings (like universities for Oxford). And no, I don't like vassal cities. In Civ IV, all you need to do is build like... 8 to meet criteria. Finally, I'm a wonder hog. I like wonders. Without wonders, I deem my civilization as crap. It's an ego thing. XD
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2011-03-31, 02:00 | Link #49 |
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You get wrecked in V when trying to expand too fast because of happiness. The AI, on the other hand cheats like hell, giving itself massive happiness bonuses. You can still build pretty densely though, if you have a lot of food to split cities up-- potentially more commerce.
And honestly, global happiness is retarded. How does a theater in one city make people in another happy? They really should bring health back too. You can build forges and power plants to boost your production but suffer in health. Basically to expand rapidly in V, you need to secure as many luxury resources as possible, going as far as to aggressively buy out tiles.
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Last edited by Archon_Wing; 2011-03-31 at 03:53. |
2011-03-31, 20:59 | Link #50 | |
~Official Slacker~
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Join Date: Aug 2010
Location: Xanadu
Age: 29
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2011-04-01, 18:58 | Link #52 |
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It surely makes sense if I build the city in the middle of nowhere in the ancient ages.
Oh hay guys everyone is happy because there's sugar 24321523 miles away. And interestingly, you can make cities solely to generate happiness and collect nearby happiness resources. (You actually don't even need a road connecting it, I've had isolated cities in the middle of hostile territory giving happiness through sugar or something.) If you don't build any structures besides thoose you won't be owned by maintenance regardless of how far away it is. Remember that you don't *NEED* most of the buildings. You just need to guard it. 1-2 archers plus the city defense is usually enough. This is different from IV, where each city had to actually have access to said resource. So in this case, I may consider building a bunch of trash cities that just have enough food to reach 3-4 pop and buy some happiness structures. If it has some mines, that's even better. Imagine setting up a bunch of islands for this. You need the happiness anyways, and with road connection can help bring in some trade gold. Also roads annoy the crap out of me. You can no longer automate any workers at any time, otherwise they will ruin you with road maintenance. You should pay 1 gold per 3-4 tiles of road imo. But there's a more certain way to guarantee happiness. Once it becomes unhappy, simply starve your country to death. Then they will become happy. Remember, in Civilization, if they don't like your rule, just kill them until they say they change their mind. Edit: Puppet conquered cities. If you annex, the unhappiness will wreck you like crazy.
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Last edited by Archon_Wing; 2011-04-01 at 19:50. |
2011-04-01, 21:19 | Link #53 | |||
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Join Date: Aug 2007
Location: 42° 10' N (Latitude) 87° 33' W (Longitude)
Age: 45
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In Civ III, it was even more amazing when destroyed cities were converted into workers - AND - those workers retain their "nationality". Thus, enslavement. Gotta keep the racial composition of my Civ nation... as close to 100% as possible. Quote:
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=== Finally. I'm a "Wonder Hog". I like my wonders. I will build them. Collect as many as possible, just to screw everyone else over. Sadly, Civ V discourages this kind of play... ... ... so sad.
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2011-04-01, 23:43 | Link #54 | |||
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But yea, automating workers shouldn't be done early game, but late game, it becomes a real hassle to manage all of them. Quote:
Now, IV had these things too, but they didn't cost maintenance and there were a lot of them. Forges, factories, power for a 100% boost. Another thing was that certain resources in IV would double wonder construction speed. In V, the bonus is a lot smaller... I think it's like 100% vs 25%. Also some leaders in IV had 100% bonus to wonders too. If you could take advantage of these things, wonders are very profitable. Even if you fail, you get lots of money. If you fail a wonder in Civ V, you just get a rather small amount... The Incas in IV were a builder's paradise. In V, you have terrible joke wonders like the one that give you a great general. I mean really? Pyramids give worker production boosts? Why not just build more workers instead. Too many things in the game give specific defense boosts; the Great general Citadel is pretty lol wut The problem is in Civilization, you should avoid warring on your own land. And that includes proper diplomacy so everyone doesn't start trying to kill you. But at least Great Library and Stonehenge are pretty sweet still...
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2011-04-02, 11:57 | Link #55 |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
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Wonders are actually one of the easiest ways to win the game, especially if you go the Capital City only route, with puppet cities for anywhere else (I usually raze unless the location is particularly good).
Cities have a limited range, and building cities too close to each other can result in overlapping tiles, which results in long-term inefficiency. There is almost no reason to actually settle a new city unless you need the production for units due to strategic location. If you only want the tile resources, it is by far better to use a puppet city instead. Puppet cities do not invoke the accumulative +15% tax on Culture growth, do not contribute to population unhappiness, and do not saddle you with building maintenance. They also do not count towards the requirements for National Wonders. With proper focus on Culture, and by taking advantage of the many policies that benefit Capital Cities only, you can mass-whore wonders till you bleed culture out of your very pores. It is the fastest way to win a game. Done properly on Epic speed, you'll gain a policy every 9-10 turns. So while the rest of the world are warmongering and threatening to spoil your day, your weed-smoking hippies can frolic in their culture and ascend to an easy victory. Cheers.
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2011-04-02, 16:53 | Link #56 |
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Unless they decide that they want all your pretty wonders for themselves. Also, the point of having multiple cities is to have multiple happiness structures, and other boosters.
Overlap isn't really too big of an issue, because it won't be til late game that cities can even grow that large to work all the tiles, and you also want specialists for great people. Chances are when you've reached this point, you've already won. Also trade route benefits are huge, even for close cities. There also seems to be a limit to how far the tiles can be for a city. For a culture win, well since I learn that culture policies increase per city, that's the best way have one city. But yea, that's still a good idea; I just feel that's really specialized when wonders in previous games would be enough of a general benifit to help you win any victory.
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Last edited by Archon_Wing; 2011-04-02 at 18:02. |
2011-04-03, 04:34 | Link #57 | |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
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Trade routes are good, but if you really want to have clustered cities, it will be best to have them as puppets, otherwise the maintenance and additional taxes will greatly nullify whatever benefits you would otherwise have. You have a point about Specialists, but bear in mind the accumulative taxes. You'll need to balance the production of Great People versus the burden of additional taxes. Cities have a 3-tile radii range of tile influence. This means done properly, cities will be about 6-7 tiles apart. There is no need to cover every single tile, and it won't be the end of the world if you miss out on that one deer tile. One of the things I find fun in this game is examining the map and trying to maximise my cities' tile coverage. Having a city have uncontested control of all the tiles around it means a healthy amount of food (assuming you didn't just settled randomly and actually picked a good spot), which leads to accelerated population growth, which means more tiles covered and more productivity. Remember, cities do not share their workload. A mega city will build stuff faster, and you avoid the pitfalls of accumulative taxes. That said, winning through Culture is too easy, especially if you pick nations like India or Egypt. I generally go more for Military victory. Much more fun to hear their lamentations. :P Cheers.
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2011-04-03, 04:53 | Link #59 | |
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 41
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My nation was surrounded by mountains, and there were only 2 land paths leading in, 2 hex wide each. I got the Great Generals and built his Fortress at the paths so that the enemy would flagellate themselves every time they tried to come in. I had no iron and no coal, so when the enemy started building tanks, it was a nightmare fending them off with just Cavalry and Pikemen. Things got better when I discovered oil first and used all of it to build Bombers. Bombed the crap out of all the surrounding camping enemies while my Cultural Cultists mass worshipped the pile of Wonders in my Capital city. When my nation finally ascended, most of my lands were razed by guided missiles, and enemy heli-gunships were massed all around my Capital. One of my more memorable games, because I really ass-pulled a victory out of nothing. Cheers.
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