One difficulty up from the default and I'm just not doing very well. Heheh.
Though, again, I blame the game constantly sticking me on islands by myself.
What map settings are you using that you are being placed like that?
PS: What about the 1GB patch? Are the servers slow for some reason, or are you just stuck on shitty internet? I pre-loaded the game on Steam the day before release and it finished in like 15-20mins. And I live in bumfuck Wisconsin...
Best use for a great scientist: Build an Academy, or discover an expensive tech?
Expensive tech. Academy is -2 gold for 5 research and loss of tile improvement. Almost better to just create a specialist. Especially when you have the policies to half their unhappiness and food consumption and give production.
counterpoint - after a certain point your bigger cities will be totally oversaturated for workable tiles, so the loss of income for a science boost is totally worth it.
So you make them specialists...
yes but then we get into a discussion on the optimal allocation of specialists, which is of course hugely situational. what im basically saying is that there are choices, it's not a simple case of you must get a free tech.
If I really want to go balls-out on science I can run out of specialist slots pretty easily. I do academies up to 3 or 4 near my capital, then burn the rest of my Great Scientists on tech. Academies are really only useful in numbers, with lots of +% and the right set of social policies and once you've run out of science specialist slots.
You never really need to go balls out on science. It's easier to go full out on great persons/happiness and just chain golden ages.
Really, both are viable depending on your social choices, which are many and varied. A communist police state is not going to have the same requirements as a trading naval power.
So if im trying to get the Bollywood achiement with Ghandi, can i still have puppet cities? Or do i have to raze every city i take? Or can i just not fight at all?
It's kind of bullshit that I have a 160-page art book but the actual manual for the fucking game is 4 pages.
The actual manual is a 233 page PDF. I don't know what you'd call that little game install pamphlet. Game install pamphlet, I guess.
What would have made the SE even more awesome is if they had also included a full color manual. Paradox did that with their EU3 SE. I'd also have prefered if they replaced the art book with a full color hardbound Civilopedia with the art book stuff just thrown in spread throughout it.
You never really need to go balls out on science. It's easier to go full out on great persons/happiness and just chain golden ages.
Really, both are viable depending on your social choices, which are many and varied. A communist police state is not going to have the same requirements as a trading naval power.
I concur, though if you're "booming" tech then you're definitely already running a Great People factory. There's certainly a mathematical tipping point that makes academies worthwhile. You can either spend a scientist on a tech (midgame, say ~300 science), or build an academy worth 5 per turn. If you have the correct social policies and a library/university you can easily pull in 10 science per turn from the academy, making back your "investment" in 30 turns + lost food/hammers (though I'd still take less science in favor of a specialist due to the extra GP points). If you've got a city with the right wonders you can do even better than that. It's really useful if you're trying for a tech or culture win with a small civ (3 cities or so), almost all of my tech comes from my capital and I'm way ahead of everybody else in the 1700s on Prince.
Best use for a great scientist: Build an Academy, or discover an expensive tech?
Expensive tech. Academy is -2 gold for 5 research and loss of tile improvement. Almost better to just create a specialist. Especially when you have the policies to half their unhappiness and food consumption and give production.
counterpoint - after a certain point your bigger cities will be totally oversaturated for workable tiles, so the loss of income for a science boost is totally worth it.
So you make them specialists...
yes but then we get into a discussion on the optimal allocation of specialists, which is of course hugely situational. what im basically saying is that there are choices, it's not a simple case of you must get a free tech.
If I really want to go balls-out on science I can run out of specialist slots pretty easily. I do academies up to 3 or 4 near my capital, then burn the rest of my Great Scientists on tech. Academies are really only useful in numbers, with lots of +% and the right set of social policies and once you've run out of science specialist slots.
Well, how many +% science buildings are there? (I think there are 4 +50% buildings and 1 +100% building for a +300% total)
4 academies is +20 science and -8 money. In 125 turns that's 2500 science and -1000 gold. With the right research buildings and maybe a wonder or two that's like +5000 to +10000 science I think depending on what stage of the game you're in.
For 1000 gold, I can make a city-state my ally for about 135 turns (assuming they're already my allies or something). With the 135 turns I could get about 1100 science from them with the right patronage policy plus whatever benefits that city-state provides. I can also gain about 4000-12000 tech points worth of research if I save the great scientists for renaissance or later techs.
With the 4 tiles I didn't spend on academies, I can also build trading posts for either another 500 or 1000 gold (not sure if it's +1 or +2 gold each), giving me about another 500-1000 science. I'm also not potentially covering up future resource reveals.
Now, a very early great scientist might be better spent on an academy, like you're Babylonian and get writing, simply for the early tech lead you'll get for those early technologies which could get you a lot of wonder access.
I think maybe I've been playing this too much like Civ IV with respect to happiness. I've been treading the line between unhappy/happy and 400 turns into the game I haven't yet had a golden age.
However, the whole combat system kicks tremendous ass. I was invaded by a force twice the size of my combined armies, but thanks to my road network, my Great Generals (I had two, one assigned to each front), and some careful planning I obliterated the invaders without a single loss, and as the last archer went limping home Siam bought peace with 900 gold and another 1100 spread out over the next 90 turns.
Also, Cho-Ko-Nu are extremely kickass. The ability to attack twice per turn on a ranged unit like that is just devastating, especially when those Cho-Ko-Nu are upgraded from the decorated archer battalions of ancient wars and led by multiple Great Generals.
I think maybe I've been playing this too much like Civ IV with respect to happiness. I've been treading the line between unhappy/happy and 400 turns into the game I haven't yet had a golden age.
However, the whole combat system kicks tremendous ass. I was invaded by a force twice the size of my combined armies, but thanks to my road network, my Great Generals (I had two, one assigned to each front), and some careful planning I obliterated the invaders without a single loss, and as the last archer went limping home Siam bought peace with 900 gold and another 1100 spread out over the next 90 turns.
Also, Cho-Ko-Nu are extremely kickass. The ability to attack twice per turn on a ranged unit like that is just devastating, especially when those Cho-Ko-Nu are upgraded from the decorated archer battalions of ancient wars and led by multiple Great Generals.
I feel the same way, I'm really glad they "advance wars-ized" the combat. and out of all of my completed games (a whopping total of three) my Chinese playthrough seemed the strongest
I'm always a warring asshole, though, so maybe Montezuma is more my style
Also, is there a way to lock out a tile to automated workers? They keep wanting to build a mine over a farm I built on a grassy hill, and wont listen when I tell them that two hammers is enough!
I think maybe I've been playing this too much like Civ IV with respect to happiness. I've been treading the line between unhappy/happy and 400 turns into the game I haven't yet had a golden age.
However, the whole combat system kicks tremendous ass. I was invaded by a force twice the size of my combined armies, but thanks to my road network, my Great Generals (I had two, one assigned to each front), and some careful planning I obliterated the invaders without a single loss, and as the last archer went limping home Siam bought peace with 900 gold and another 1100 spread out over the next 90 turns.
Also, Cho-Ko-Nu are extremely kickass. The ability to attack twice per turn on a ranged unit like that is just devastating, especially when those Cho-Ko-Nu are upgraded from the decorated archer battalions of ancient wars and led by multiple Great Generals.
I feel the same way, I'm really glad they "advance wars-ized" the combat. and out of all of my completed games (a whopping total of three) my Chinese playthrough seemed the strongest
I'm always a warring asshole, though, so maybe Montezuma is more my style
Yeah I'm really enjoying the combat, and how different the civilization can be compared to civ4. I was faced with a superior army as the Iroquois but much if my territory was woodland (Iroquois treat woods that belong to you as roads) and I was able to out maneuver a greater force and use my mohawks that gain bonuses in forests to my advantage.
This was happening to me. It turns out for whatever reason Windows 7 had been running Steam in compatibility mode for Vista (with no service pack) the entire time without me knowing. When I tried to turn it off, it was grayed out. I followed this and was able to fix it.
Is it even possible to get a cultural victory with less than 3 cities/with one city as Gandhi? I can get to everything except one social policy before i get a time defeat.
parabola on
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SarksusATTACK AND DETHRONE GODRegistered Userregular
edited September 2010
I'm playing as France and I started with two cities with the intention of doing a cultural victory. Japan stuck its nose in my business and tried to take my shit so now while I'm taking over half the map I'm still trying to focus on social policies. The game said that puppet states don't contribute to the cost of social policies.
I learned my lesson from my first game where I let my guard down after Julius Caesar retreated from the war he started before coming back a bunch of turns later with loads of artillery which wiped me off the map. Japan is getting assimilated.
Is it even possible to get a cultural victory with less than 3 cities/with one city as Gandhi? I can get to everything except one social policy before i get a time defeat.
Are you calling kedinik a liar?
I'd think India's special trait kind of forces you to stick to a small empire anyway (doubles unhappiness for number of cities, halves unhappiness for population).
XiaNaphryz on
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
On a city's production detailed production screen, there's a tiny "Edit" text-button underneath the right arrow of the city's name box.
It's a pretty retarded location, like they put it on there haphazardly after the whole UI was developed when someone mentioned "hey we forgot to put in the ability to rename cities!"
Considering one preview at quite a late stage mentioned cities couldn't be renamed, and was quickly responded to with "actually you can" from the devs after fans raised an eyebrow at the omission, it's very possible that's the exact thing that happened.
Is it even possible to get a cultural victory with less than 3 cities/with one city as Gandhi? I can get to everything except one social policy before i get a time defeat.
Are you calling kedinik a liar?
I'd think India's special trait kind of forces you to stick to a small empire anyway (doubles unhappiness for number of cities, halves unhappiness for population).
Actually no. I didn't read his post. I just came on to whine about it. Now that I know it's apparently possible im gonna go try it again.
Greece is my favorite civilization right now. The city state bonuses are incredibly good.
Oh and the Forbidden Palace -50% happiness from number of cities and the Order tree policy -50% stack to -100%, completely removing the penalty. That is pretty insanely broken if it completely eliminates it for India. Well, I don't know if it would eliminate it, or just cancel out the penalty for India.
Jephery on
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"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
I've won two games so far. First was as Rome on Warlord difficulty, which turned out to be not even remotely fair for the AI. I was on a continent with India and Germany, but there was a mountain range with a few city states in the middle that made it impossible to reach India by land, and very difficult to reach Germany. So I got some sea techs and started expanding on India's mostly empty landmass until I totally crushed them with an oversized and overteched army. Then in the modern era I marched down to Germany with an assortment of modern units and an airforce and wiped them out when most of what they had was their unique pikemen things. Montezuma ran over the other continent roughshod, so all it took to win was to do a sneak attack on his capital.
Second game I upped the difficulty to Prince and tried for Bollywood as India, and that turned out to be quite a bit harder. I only had two cities, and shared my continent with America and a couple city states. Washington decided to be a really big dick, and periodically massed a big force and invaded me while allied with the 2 nearby city states. I was able to fend these attacks off with an assorted mounted army thanks to a bunch of bonuses for fighting on my turf, but it was rather annoying because I had to devote quite a bit of effort towards building up defenses out of only two cities. Fortunately he would come groveling to me and give away his treasury after wiping out his army to end the war, which offset the cost a bit. Eventually he got the picture that invading me wasn't going to work, so he started going across the water to expand and he backstabbed one of his former city state buddies.
Cultural victories seem to take for-bloody-ever too, at least through that method. I got a bunch of wonders to support my effort like the Sistine Chapel, Stonehenge, and free social policy wonders, and I was still only able to fill out my policy trees by the time Siam on the other continent had gotten into the future era. Getting the -75% reduction to culture cost of expansion Wonder (Angkor Wat?) when going for a culture victory is pretty ridiculous though. My borders were huge despite only having 2 cities.
Well, how many +% science buildings are there? (I think there are 4 +50% buildings and 1 +100% building for a +300% total)
4 academies is +20 science and -8 money. In 125 turns that's 2500 science and -1000 gold. With the right research buildings and maybe a wonder or two that's like +5000 to +10000 science I think depending on what stage of the game you're in.
For 1000 gold, I can make a city-state my ally for about 135 turns (assuming they're already my allies or something). With the 135 turns I could get about 1100 science from them with the right patronage policy plus whatever benefits that city-state provides. I can also gain about 4000-12000 tech points worth of research if I save the great scientists for renaissance or later techs.
With the 4 tiles I didn't spend on academies, I can also build trading posts for either another 500 or 1000 gold (not sure if it's +1 or +2 gold each), giving me about another 500-1000 science. I'm also not potentially covering up future resource reveals.
Now, a very early great scientist might be better spent on an academy, like you're Babylonian and get writing, simply for the early tech lead you'll get for those early technologies which could get you a lot of wonder access.
Yay, civtheory
In Civ5 beakers aren't related to gold, but in any case I'm not sure where you're getting the -2 gold per academy figure from- building a GP improvement on a tile doesn't remove any of its natural bonuses, all you pay is the opportunity cost of building something else (plus not using the GP for a free tech). Assuming the best-case scenario for a single trading post versus a single academy, over 100 turns you would either get 300 gold or 1000 science (assuming a +100% science bonus, easily achievable by turn 200 with a library and university, versus +50% gold for a market and a bank). 1000 science is a lot, that's at least one full extra tech up through the middle of the Renaissance. Assuming you build it at turn 200 it gives you an extra 3000 science through the end of the game in the worst case (with just a library and university), versus a few hundred depending on what Classical-era tech you get for free plus 900 gold (assuming 300 turns of 2 gold per turn, +50% for a Market and a Bank). Or you could save the scientist until the industrial/modern era, which has its own advantages, but you miss out on a couple hundred turns of extra science.
Obviously it depends a lot on what your nearby city-states are doing and what your financial situation is like but 900 gold versus roughly 2500 science over the course of a game is a pretty good deal, generally.
Later in the game, though, it makes a lot more sense to spend Great Scientists on techs. I haven't worked the math but my gut feeling is that once you hit the industrial era building an academy isn't going to give you a good return on your investment, with the possible exception of edge cases involving wonders and social policies. A rule of thumb that's been working out well for me so far is once I hit the middle of the industrial era, start spending great scientists on tech and everyone else except engineers on golden ages (engineers make manufactories, which are almost always really good).
tl,dr: Academies are almost always better than a free tech + a trading post up through turn 300 or so, then they're almost always worse.
edit: Also, for extra fun- did you know that city-states base their tech level on the most advanced player in the game? I'm in a game on Prince where I'm way, WAY beyond everybody else in tech and the city states on another continent have modern infantry running around and cities that launch rockets, versus knights and trebuchets. It is quite amusing.
I was thinking they should bring colonies back from Civ 3
Give them 2 functions: spreading influence, act as a city for trade routes
This allows a civ to grab resources in a spot that would be junk for a regular city, to fill in "influence gaps" in their empire, and help offset the cost of longer roads with extra trade route income
Colonies (maybe call them towns?) are built by consuming a worker. This means they can't be easily spammed everywhere, especially at the beginning of the game, and it also allows you to do something if you suddenly find yourself with an excess of workers
Well, how many +% science buildings are there? (I think there are 4 +50% buildings and 1 +100% building for a +300% total)
4 academies is +20 science and -8 money. In 125 turns that's 2500 science and -1000 gold. With the right research buildings and maybe a wonder or two that's like +5000 to +10000 science I think depending on what stage of the game you're in.
For 1000 gold, I can make a city-state my ally for about 135 turns (assuming they're already my allies or something). With the 135 turns I could get about 1100 science from them with the right patronage policy plus whatever benefits that city-state provides. I can also gain about 4000-12000 tech points worth of research if I save the great scientists for renaissance or later techs.
With the 4 tiles I didn't spend on academies, I can also build trading posts for either another 500 or 1000 gold (not sure if it's +1 or +2 gold each), giving me about another 500-1000 science. I'm also not potentially covering up future resource reveals.
Now, a very early great scientist might be better spent on an academy, like you're Babylonian and get writing, simply for the early tech lead you'll get for those early technologies which could get you a lot of wonder access.
Yay, civtheory
In Civ5 beakers aren't related to gold, but in any case I'm not sure where you're getting the -2 gold per academy figure from- building a GP improvement on a tile doesn't remove any of its natural bonuses, all you pay is the opportunity cost of building something else (plus not using the GP for a free tech). Assuming the best-case scenario for a single trading post versus a single academy, over 100 turns you would either get 300 gold or 1000 science (assuming a +100% science bonus, easily achievable by turn 200 with a library and university, versus +50% gold for a market and a bank). 1000 science is a lot, that's at least one full extra tech up through the middle of the Renaissance. Assuming you build it at turn 200 it gives you an extra 3000 science through the end of the game in the worst case (with just a library and university), versus a few hundred depending on what Classical-era tech you get for free plus 900 gold (assuming 300 turns of 2 gold per turn, +50% for a Market and a Bank). Or you could save the scientist until the industrial/modern era, which has its own advantages, but you miss out on a couple hundred turns of extra science.
Obviously it depends a lot on what your nearby city-states are doing and what your financial situation is like but 900 gold versus roughly 2500 science over the course of a game is a pretty good deal, generally.
Later in the game, though, it makes a lot more sense to spend Great Scientists on techs. I haven't worked the math but my gut feeling is that once you hit the industrial era building an academy isn't going to give you a good return on your investment, with the possible exception of edge cases involving wonders and social policies. A rule of thumb that's been working out well for me so far is once I hit the middle of the industrial era, start spending great scientists on tech and everyone else except engineers on golden ages (engineers make manufactories, which are almost always really good).
tl,dr: Academies are almost always better than a free tech + a trading post up through turn 300 or so, then they're almost always worse.
edit: Also, for extra fun- did you know that city-states base their tech level on the most advanced player in the game? I'm in a game on Prince where I'm way, WAY beyond everybody else in tech and the city states on another continent have modern infantry running around and cities that launch rockets, versus knights and trebuchets. It is quite amusing.
I remember seeing somewhere, either in-game or in some forum post that Great Academies are -2 gold +5 beakers. Is that not so?
Edit: Just started the game and verified. Guess I misremembered the -2 gold. Ok, that does make the academies a lot better then.
But it's not just 900 gold vs 2500 tech. It's 900 gold + a free tech vs 2500 tech. Also after rationalism, you can get +2 science per trading post.
Modern Era tech costs between 2600-3350 tech and Future era costs 3350-4000 tech. Saving a great scientists till modern age could recoup you as much tech as the great academy could have generated, but I agree 4000 tech over 400 turns is a lot better than 4000 tech in the last 100 turns.
Well, how many +% science buildings are there? (I think there are 4 +50% buildings and 1 +100% building for a +300% total)
4 academies is +20 science and -8 money. In 125 turns that's 2500 science and -1000 gold. With the right research buildings and maybe a wonder or two that's like +5000 to +10000 science I think depending on what stage of the game you're in.
For 1000 gold, I can make a city-state my ally for about 135 turns (assuming they're already my allies or something). With the 135 turns I could get about 1100 science from them with the right patronage policy plus whatever benefits that city-state provides. I can also gain about 4000-12000 tech points worth of research if I save the great scientists for renaissance or later techs.
With the 4 tiles I didn't spend on academies, I can also build trading posts for either another 500 or 1000 gold (not sure if it's +1 or +2 gold each), giving me about another 500-1000 science. I'm also not potentially covering up future resource reveals.
Now, a very early great scientist might be better spent on an academy, like you're Babylonian and get writing, simply for the early tech lead you'll get for those early technologies which could get you a lot of wonder access.
Yay, civtheory
In Civ5 beakers aren't related to gold, but in any case I'm not sure where you're getting the -2 gold per academy figure from- building a GP improvement on a tile doesn't remove any of its natural bonuses, all you pay is the opportunity cost of building something else (plus not using the GP for a free tech). Assuming the best-case scenario for a single trading post versus a single academy, over 100 turns you would either get 300 gold or 1000 science (assuming a +100% science bonus, easily achievable by turn 200 with a library and university, versus +50% gold for a market and a bank). 1000 science is a lot, that's at least one full extra tech up through the middle of the Renaissance. Assuming you build it at turn 200 it gives you an extra 3000 science through the end of the game in the worst case (with just a library and university), versus a few hundred depending on what Classical-era tech you get for free plus 900 gold (assuming 300 turns of 2 gold per turn, +50% for a Market and a Bank). Or you could save the scientist until the industrial/modern era, which has its own advantages, but you miss out on a couple hundred turns of extra science.
Obviously it depends a lot on what your nearby city-states are doing and what your financial situation is like but 900 gold versus roughly 2500 science over the course of a game is a pretty good deal, generally.
Later in the game, though, it makes a lot more sense to spend Great Scientists on techs. I haven't worked the math but my gut feeling is that once you hit the industrial era building an academy isn't going to give you a good return on your investment, with the possible exception of edge cases involving wonders and social policies. A rule of thumb that's been working out well for me so far is once I hit the middle of the industrial era, start spending great scientists on tech and everyone else except engineers on golden ages (engineers make manufactories, which are almost always really good).
tl,dr: Academies are almost always better than a free tech + a trading post up through turn 300 or so, then they're almost always worse.
edit: Also, for extra fun- did you know that city-states base their tech level on the most advanced player in the game? I'm in a game on Prince where I'm way, WAY beyond everybody else in tech and the city states on another continent have modern infantry running around and cities that launch rockets, versus knights and trebuchets. It is quite amusing.
I remember seeing somewhere, either in-game or in some forum post that Great Academies are -2 gold +5 beakers. Is that not so?
It's -2 gold if you replace an existing trading post with it, but otherwise there is no immediate negative of it.
I think the academy early and buy a tech later is probably a good guideline, except perhaps if you are doing the rationalism strategy of getting bonus science out of trading posts.
Just had an AI offer me a pact of cooperation, then cancel it on the next turn because I'm a warmongering bastard, then offer it again on the next. The hell?
Do puppet states contribute to social policy costs? Also, it seems that one of my puppet states has stopped building anything... huh.
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The actual manual is a 233 page PDF. I don't know what you'd call that little game install pamphlet. Game install pamphlet, I guess.
I know, throughout history nations with the biggest navy have had tremendous power and in the other civ games, naval power isn't very important.
In this game? Unless the world is a pangea, you can push people's shit in with a big navy
What map settings are you using that you are being placed like that?
PS: What about the 1GB patch? Are the servers slow for some reason, or are you just stuck on shitty internet? I pre-loaded the game on Steam the day before release and it finished in like 15-20mins. And I live in bumfuck Wisconsin...
If I really want to go balls-out on science I can run out of specialist slots pretty easily. I do academies up to 3 or 4 near my capital, then burn the rest of my Great Scientists on tech. Academies are really only useful in numbers, with lots of +% and the right set of social policies and once you've run out of science specialist slots.
Really, both are viable depending on your social choices, which are many and varied. A communist police state is not going to have the same requirements as a trading naval power.
Nope, both are being launched normally.
Just wait until 2K pull a Borderlands on us.
One hour before the Australian release time came, they set it back about 3 days.
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I concur, though if you're "booming" tech then you're definitely already running a Great People factory. There's certainly a mathematical tipping point that makes academies worthwhile. You can either spend a scientist on a tech (midgame, say ~300 science), or build an academy worth 5 per turn. If you have the correct social policies and a library/university you can easily pull in 10 science per turn from the academy, making back your "investment" in 30 turns + lost food/hammers (though I'd still take less science in favor of a specialist due to the extra GP points). If you've got a city with the right wonders you can do even better than that. It's really useful if you're trying for a tech or culture win with a small civ (3 cities or so), almost all of my tech comes from my capital and I'm way ahead of everybody else in the 1700s on Prince.
Well, how many +% science buildings are there? (I think there are 4 +50% buildings and 1 +100% building for a +300% total)
4 academies is +20 science and -8 money. In 125 turns that's 2500 science and -1000 gold. With the right research buildings and maybe a wonder or two that's like +5000 to +10000 science I think depending on what stage of the game you're in.
For 1000 gold, I can make a city-state my ally for about 135 turns (assuming they're already my allies or something). With the 135 turns I could get about 1100 science from them with the right patronage policy plus whatever benefits that city-state provides. I can also gain about 4000-12000 tech points worth of research if I save the great scientists for renaissance or later techs.
With the 4 tiles I didn't spend on academies, I can also build trading posts for either another 500 or 1000 gold (not sure if it's +1 or +2 gold each), giving me about another 500-1000 science. I'm also not potentially covering up future resource reveals.
Now, a very early great scientist might be better spent on an academy, like you're Babylonian and get writing, simply for the early tech lead you'll get for those early technologies which could get you a lot of wonder access.
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However, the whole combat system kicks tremendous ass. I was invaded by a force twice the size of my combined armies, but thanks to my road network, my Great Generals (I had two, one assigned to each front), and some careful planning I obliterated the invaders without a single loss, and as the last archer went limping home Siam bought peace with 900 gold and another 1100 spread out over the next 90 turns.
Also, Cho-Ko-Nu are extremely kickass. The ability to attack twice per turn on a ranged unit like that is just devastating, especially when those Cho-Ko-Nu are upgraded from the decorated archer battalions of ancient wars and led by multiple Great Generals.
I feel the same way, I'm really glad they "advance wars-ized" the combat. and out of all of my completed games (a whopping total of three) my Chinese playthrough seemed the strongest
I'm always a warring asshole, though, so maybe Montezuma is more my style
Now to decide whether to try Russia or Arabia for my first game.
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Shit be crazy, yo.
Yeah I'm really enjoying the combat, and how different the civilization can be compared to civ4. I was faced with a superior army as the Iroquois but much if my territory was woodland (Iroquois treat woods that belong to you as roads) and I was able to out maneuver a greater force and use my mohawks that gain bonuses in forests to my advantage.
Each additional city increases the cultural cost of new policies by 30%, so 7 cities actually makes it pretty hard to get a cultural victory.
Aside from that, I bee-lined for the policies, technologies and wonders that increase cultural output and lower the cost of new policies.
I learned my lesson from my first game where I let my guard down after Julius Caesar retreated from the war he started before coming back a bunch of turns later with loads of artillery which wiped me off the map. Japan is getting assimilated.
Are you calling kedinik a liar?
I'd think India's special trait kind of forces you to stick to a small empire anyway (doubles unhappiness for number of cities, halves unhappiness for population).
On a city's production detailed production screen, there's a tiny "Edit" text-button underneath the right arrow of the city's name box.
It's a pretty retarded location, like they put it on there haphazardly after the whole UI was developed when someone mentioned "hey we forgot to put in the ability to rename cities!"
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Actually no. I didn't read his post. I just came on to whine about it. Now that I know it's apparently possible im gonna go try it again.
Oh and the Forbidden Palace -50% happiness from number of cities and the Order tree policy -50% stack to -100%, completely removing the penalty. That is pretty insanely broken if it completely eliminates it for India. Well, I don't know if it would eliminate it, or just cancel out the penalty for India.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Second game I upped the difficulty to Prince and tried for Bollywood as India, and that turned out to be quite a bit harder. I only had two cities, and shared my continent with America and a couple city states. Washington decided to be a really big dick, and periodically massed a big force and invaded me while allied with the 2 nearby city states. I was able to fend these attacks off with an assorted mounted army thanks to a bunch of bonuses for fighting on my turf, but it was rather annoying because I had to devote quite a bit of effort towards building up defenses out of only two cities. Fortunately he would come groveling to me and give away his treasury after wiping out his army to end the war, which offset the cost a bit. Eventually he got the picture that invading me wasn't going to work, so he started going across the water to expand and he backstabbed one of his former city state buddies.
Cultural victories seem to take for-bloody-ever too, at least through that method. I got a bunch of wonders to support my effort like the Sistine Chapel, Stonehenge, and free social policy wonders, and I was still only able to fill out my policy trees by the time Siam on the other continent had gotten into the future era. Getting the -75% reduction to culture cost of expansion Wonder (Angkor Wat?) when going for a culture victory is pretty ridiculous though. My borders were huge despite only having 2 cities.
Also, how do you check if a city state is connected to your capital?
Yay, civtheory
In Civ5 beakers aren't related to gold, but in any case I'm not sure where you're getting the -2 gold per academy figure from- building a GP improvement on a tile doesn't remove any of its natural bonuses, all you pay is the opportunity cost of building something else (plus not using the GP for a free tech). Assuming the best-case scenario for a single trading post versus a single academy, over 100 turns you would either get 300 gold or 1000 science (assuming a +100% science bonus, easily achievable by turn 200 with a library and university, versus +50% gold for a market and a bank). 1000 science is a lot, that's at least one full extra tech up through the middle of the Renaissance. Assuming you build it at turn 200 it gives you an extra 3000 science through the end of the game in the worst case (with just a library and university), versus a few hundred depending on what Classical-era tech you get for free plus 900 gold (assuming 300 turns of 2 gold per turn, +50% for a Market and a Bank). Or you could save the scientist until the industrial/modern era, which has its own advantages, but you miss out on a couple hundred turns of extra science.
Obviously it depends a lot on what your nearby city-states are doing and what your financial situation is like but 900 gold versus roughly 2500 science over the course of a game is a pretty good deal, generally.
Later in the game, though, it makes a lot more sense to spend Great Scientists on techs. I haven't worked the math but my gut feeling is that once you hit the industrial era building an academy isn't going to give you a good return on your investment, with the possible exception of edge cases involving wonders and social policies. A rule of thumb that's been working out well for me so far is once I hit the middle of the industrial era, start spending great scientists on tech and everyone else except engineers on golden ages (engineers make manufactories, which are almost always really good).
tl,dr: Academies are almost always better than a free tech + a trading post up through turn 300 or so, then they're almost always worse.
edit: Also, for extra fun- did you know that city-states base their tech level on the most advanced player in the game? I'm in a game on Prince where I'm way, WAY beyond everybody else in tech and the city states on another continent have modern infantry running around and cities that launch rockets, versus knights and trebuchets. It is quite amusing.
Give them 2 functions: spreading influence, act as a city for trade routes
This allows a civ to grab resources in a spot that would be junk for a regular city, to fill in "influence gaps" in their empire, and help offset the cost of longer roads with extra trade route income
Colonies (maybe call them towns?) are built by consuming a worker. This means they can't be easily spammed everywhere, especially at the beginning of the game, and it also allows you to do something if you suddenly find yourself with an excess of workers
I remember seeing somewhere, either in-game or in some forum post that Great Academies are -2 gold +5 beakers. Is that not so?
Edit: Just started the game and verified. Guess I misremembered the -2 gold. Ok, that does make the academies a lot better then.
But it's not just 900 gold vs 2500 tech. It's 900 gold + a free tech vs 2500 tech. Also after rationalism, you can get +2 science per trading post.
Modern Era tech costs between 2600-3350 tech and Future era costs 3350-4000 tech. Saving a great scientists till modern age could recoup you as much tech as the great academy could have generated, but I agree 4000 tech over 400 turns is a lot better than 4000 tech in the last 100 turns.
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It's -2 gold if you replace an existing trading post with it, but otherwise there is no immediate negative of it.
I think the academy early and buy a tech later is probably a good guideline, except perhaps if you are doing the rationalism strategy of getting bonus science out of trading posts.
How do you get rid of the unhappiness caused by overpopulation?
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Social policies. Luxuries. Wonders. Play India.
Forbidden palace halves all unhappiness (banking)
Social policies will give you +1 happiness/-1 unhappiness per city here and there.
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Only I was Japan.
So apparently some of the achievements you get if the appropriate civ in the game meets the condition, sloppy.
Do puppet states contribute to social policy costs? Also, it seems that one of my puppet states has stopped building anything... huh.