More anecdotal evidence: Not a single crash in 25 hours+ of play time. Even on my Huge continents 14 AI 28 CS game i'm currently playing. And I alt-tab a lot (I've run a wow dungeon while having Civ V up and still didn't crash when I went back to the game). It's completely related to personal setup, not the game itself.
Well, I would do that, except I'm playing a Gandhi-one-city-cultural-victory. Also I have no army.
If I took the city, bought the tiles, built the mine, built the factory, and sold the city back to him, would the factory stop working?
I'm shooting for the same thing, and I'm in the middle of fighting off England: am I allowed to wage war and raze a city? Even though technically it gives me the city for the 2/3 turns it takes to raze it?
I bought Battle Creek or whatever it was called from Siam, waited until there was one turn left on the Utopia Project, then sold it back. I got all the achievements.
Wow, so much info. Give me a moment to digest all this...
Yeah, I'm talking about IV. I mentioned, actually. Civ IV BtS, if it changes anything.
Anyway, started another game, this time with Byzantium. It's moving a lot better, since my starting position actually had places where I could set mines and all that. I also have a crapload of tiles that say "build plantation here", except that apparently requires Calendar and I have no idea how to research that. Still no luck finding iron, though, though thankfully there's Copper around.
Problem is being I'm starting to get constrained at three cities, since there's four other civs around. I think it's time to mass some troops and seize some terrain. Eh, those greeks looked like assholes anyway :P. So, archers you say? Mounted archers any good? I have horses, this time around!
Anyway, question: how does Production work? Does a city get all the Production of its nearby tiles automatically, or do you need to actually build mines in it? Because my second city has like 3/turn production despite all the squares around having the little hammer symbols...
OK, so stuff:
1) Hit F6, find Calendar (Math and... Sailing? That's a vague memory of mine, so don't take it 100%), and move towards that if you have an absolute ton of plantation resources. F6 to get to the tech adviser is a good thing to be doing anyway.
2) All gathering works like this: the size of your city determines how many of the nearby tiles the city can work. So at the start you have one dude who can work one tile. Generally you want him working the best food tile at the start. As you grow you work other tiles. You can either a) micromanage which tiles your dudes are working in the city screen (click the one they are working, which should be obvious and then pick a different tile) or you can let the computer handle it. It's fairly good about it until you get good at the game. So to get more production, you want a dude working the mine.
3) As the Byzantines, you want horses (though you'll need to find iron) so a heavy horse archer army is not a terrible idea. The Byzantine unique unit is a very, very strong knight. Also note that the phalanx is no longer a spearman so does not have a bonus against horsies. It's an axeman with a bonus against I believe only chariots.
EDIT: Not to be too self-promoting, but I do a massive info dump post in my Civ4 LP/Democracy game here. That's a pretty good introduction to mechanics, I think.
enlightenedbum on
Self-righteousness is incompatible with coalition building.
0
TIFunkaliciousKicking back inNebraskaRegistered Userregular
edited September 2010
told true Civ 5 reminds me alot of The Sims 3. A strong core with mysteriously missing features that really made the last installment. I cannot wait to buy diplomacy separately
1) Hit F6, find Calendar (Math and... Sailing? That's a vague memory of mine, so don't take it 100%), and move towards that if you have an absolute ton of plantation resources. F6 to get to the tech adviser is a good thing to be doing anyway.
2) All gathering works like this: the size of your city determines how many of the nearby tiles the city can work. So at the start you have one dude who can work one tile. Generally you want him working the best food tile at the start. As you grow you work other tiles. You can either a) micromanage which tiles your dudes are working in the city screen (click the one they are working, which should be obvious and then pick a different tile) or you can let the computer handle it. It's fairly good about it until you get good at the game. So to get more production, you want a dude working the mine.
3) As the Byzantines, you want horses (though you'll need to find iron) so a heavy horse archer army is not a terrible idea. The Byzantine unique unit is a very, very strong knight. Also note that the phalanx is no longer a spearman so does not have a bonus against horsies. It's an axeman with a bonus against I believe only chariots.
EDIT: Not to be too self-promoting, but I do a massive info dump post in my Civ4 LP/Democracy game here. That's a pretty good introduction to mechanics, I think.
1) Ah, yeah. I was missing Sailing.
2) ...innnnteresting. Thanks for the tip.
3) Yeah, managed to find iron, am making some swordsmen to and Horse Archers to kill those four units of Phalanx the Greeks have near the border. And a Catapult, because, hell, it's a catapult - catapults are always useful! :P And by the way, how do you make that unique unit? Strong knights for the steamroll seems like something my expansion could seriously use (I'm not liking how the Incas are getting armed units near our mutual border...)
Also, goddamn, the worker AI is stupid. I clicked the "auto-build trade routes", figuring it'd simply build roads between my cities and all that without my need to micro. Come back a few turns later, they're breaking down my cottages to build forts, the idiots! :x. So, micro it is...
Catapults are excellent. And vital for city conquering. Don't try to go after phalanx with swordsmen though. Phalanx are built on the Axeman, who has +50% vs. all melee units.
To get knights (and thus the 12 strength badass that is the Cataphract), you need Guilds (Machinery + Feudalism), Horseback Riding, Horses, and Iron.
enlightenedbum on
Self-righteousness is incompatible with coalition building.
Also, goddamn, the worker AI is stupid. I clicked the "auto-build trade routes", figuring it'd simply build roads between my cities and all that without my need to micro. Come back a few turns later, they're breaking down my cottages to build forts, the idiots! :x. So, micro it is...
In Civ IV there is an advanced option that blocks automated workers from changing tiles that already have existing improvements. AND as a bonus, it actually works! (Unlike in V...)
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Catapults are excellent. And vital for city conquering. Don't try to go after phalanx with swordsmen though. Phalanx are built on the Axeman, who has +50% vs. all melee units.
...
*headdesk*
Ah well. I'll leave this bunch of swordsman units for something else then. Say, bumrushing the Incans later .
To get knights (and thus the 12 strength badass that is the Cataphract), you need Guilds (Machinery + Feudalism), Horseback Riding, Horses, and Iron.
So head for Feudalism then. Got it. Still, I feel I'm probably decently ahead of the curve by now - at least, I could swear nobody in the real world entered the Medieval Age in 400BC :P
In Civ IV there is an advanced option that blocks automated workers from changing tiles that already have existing improvements. AND as a bonus, it actually works! (Unlike in V...)
Axes are for crushing melee units (and city attack in a pinch)
Swords are city attack, though with Combat I and Smite they can do the Axeman's job
Spears are for anti-horsies
Cavalry is for being obnoxious and attacking anything that's not a Spearman
enlightenedbum on
Self-righteousness is incompatible with coalition building.
In Civ 5 though, Cavalry are for streaking across a huge map and crushing fools so you can steal all their shit.
Persian Cavalry in a golden age are just ridiculous. You can clear a continent of competitors before it ends! :P
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
I did some testing on ruins and found some stuff out.
A single ruin produces different findings based on your turn.
For example, this one ruin I found always produced 90 gold on the 3rd turn, pottery on the 4th turn, animal husbandry on the 5th turn, map on the 6th turn, etc, etc.
The order that it produced whatever did not change when I reloaded the game, or even restarted my cpu.
In a new game I created, the ruins I found did not produce it's rewards in the same order, but it's rewards did not change when reloading like the first game. Other ruins in the same game did not produce the same rewards when discovered on the same turn.
So, at the start of a game each ruin is assigned a list of rewards and what turn they give them on. So if you start a game and 3 ruins in a row give you that bullshit map reward you can just reload your save and wait one turn.
Its either that or the random seed they use is based on your turn number. Which is weird either way.
Jephery on
}
"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!".
That is the result of the random seed. Every game has a specific sequence of random numbers it will generate, determined at the start of the game. The reason why the reward changed for the next turn is that, after your turn, something occurred which rolled the dice. This may include actions such as AI, or Barbarians, or whatever.
It has nothing to do with the turn number, simply the number of random numbers generated since the game started. If you turned off "save random seed" (or is it turn ON "new random seed") you'd get different results when you save and reload, if you want to be a save scummer like that.
Yeah, i just thought it was interesting that it changed reward. I mean, they're undiscovered ruins, why are they changing?
So, if the cpu took different actions in their turns they result would have been different? It was only always the same on turn 17 because the CPU always made the same move?
Man the people advocating starting out with two workers and then a settlers from the get go in Civ IV are crazy. You completely destroy your growth and research.
Build a couple warriors/scouts, then when your city hits size 3 THEN build the worker. Around Size 4 build your settler.
Man the people advocating starting out with two workers and then a settlers from the get go in Civ IV are crazy. You completely destroy your growth and research.
Build a couple warriors/scouts, then when your city hits size 3 THEN build the worker. Around Size 4 build your settler.
Pretty sure workers don't stop city growth, then improvements + fast expo gives you a huge boost.
e: oh right Civ IV, ooooooops.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Given how loading times have increased since Civ 2, I think if you're willing to wait for a game to load four or five times, you've earned a good reward.
Man the people advocating starting out with two workers and then a settlers from the get go in Civ IV are crazy. You completely destroy your growth and research.
Build a couple warriors/scouts, then when your city hits size 3 THEN build the worker. Around Size 4 build your settler.
What you do is:
1. If you picked a Civ without Mining at the start, go ahead and build a Warrior/Scout first, and research mining.
2. If you picked a Civ with Mining, build a worker and research Bronze Working. (The worker and Bronze Working should finish at about the same time)
3. Use your worker to chop out another worker
4. Use both workers to chop out a settler
You quickly get two workers and a settler by taking advantage of (abusing ) chopping. Of course this depends a lot on your start area, but there are usually enough forests around for this opening.
Jephery on
}
"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 like the unique traits, units, and buildings a lot, but I still kind of miss the way Civ 2 had (iirc, which I may well not, but it was close to this) six initial technologies, and each civilization started with two of them right off the bat. Different countries should have slightly different strategies and gameplay experiences. Unfortunately, with V's tech tree, you really can't put that back in, but the way they have it makes the civs far less cookie cutter than in Civ 2, so that's okay.
Arghbargle. Seriously, killing people in this game is annoying. Two catapult squads bombarding a city barely hurt anything despite the couple levels in extra collateral, then attempting to send axemen and longbowmen against the phalanxes results in at least four of my units being dead for each of theirs. The inability to mass firepower, instead having to send squads into the meatgrinder one by one, is really rather bothersome. I really feel like I'm missing something - I toggle the whole mass in the square, and they seem to become the same unit in-map, but they still get into the fight individually...
Man the people advocating starting out with two workers and then a settlers from the get go in Civ IV are crazy. You completely destroy your growth and research.
Build a couple warriors/scouts, then when your city hits size 3 THEN build the worker. Around Size 4 build your settler.
What you do is:
1. If you picked a Civ without Mining at the start, go ahead and build a Warrior/Scout first, and research mining.
2. If you picked a Civ with Mining, build a worker and research Bronze Working.
3. Use your worker to chop out another worker
4. Use both workers to chop out a settler
You quickly get two workers and a settler by taking advantage of (abusing ) chopping. Of course this depends a lot on your start area, but there are usually enough forests around for this opening.
Then settle another city with access to bronze. Preferably near a couple of forests. Worker nr 1 connects cities with roads while worker nr 2 goes with the settler and connects the bronze. While doing this your scout/warrior has found the enemy civilization. One of the workers start a road (second tech you research is the wheel) towards the enemy civ while the other one starts chooping down more forest. Both cities can get barracks if you want (not strictly necessary but it will help). Build only axeman, give them only city raider upgrades. Rally to enemy civ. If they have archers (IE: Higher difficulties) use two axeman for every defending units. Otherwise one is usually sufficent. Roll enemy civ. Capture their capital and MAYBE their other city if it's good. Capture all workers. Then play as normal.
Note that your tech investment will crash and burn, this is normal and OK as you have twice as many cities as anyone else and double the ammount of workers.
Yep. Guys with axes - they're supposed to have a +50% against melee units, says the description, but judging from their effectiveness those axes must be made of Nerf...
Ah, screw it, I'm going to bed. I'll continue tomorrow, try to overtake everyone in research and smash these annoyances with tanks.
Yeah, i just thought it was interesting that it changed reward. I mean, they're undiscovered ruins, why are they changing?
So, if the cpu took different actions in their turns they result would have been different? It was only always the same on turn 17 because the CPU always made the same move?
Why do you find it interesting that the reward isn't determined at the start of the game? I mean, were you like "Man, why are all these ruins giving me Animal Husbandry and shit? How come it's never FUSION?"
No, the random number generator is not likely to change significantly if the AI takes a different action after your turn. The AI itself is just as deterministic as anything else, so unless YOU do something that specifically modifies how it reacts, and that different reaction results in a different number of random numbers (so, combat where there was no combat before) the random number generator will be in exactly the same state.
Archers are pretty rad for siegeing and turning chokes into meat grinders.
Garthor: you don't think it's strange that the same unchanging ruin yields advanced technology one time but a map another time? I just thought it would always have the same reward, since you know, the ruins were there before the start of the game.
Also the random seed thing doesn't seem to work correctly for my combat. I get different results on reloading and I have never disabled it.
Archers are pretty rad for siegeing and turning chokes into meat grinders.
Garthor: you don't think it's strange that the same unchanging ruin yields advanced technology one time but a map another time? I just thought it would always have the same reward, since you know, the ruins were there before the start of the game.
Except it's already clear that it changes based on the state of the game. You don't get Animal Husbandry if you already have it, your tanks will never stumble upon a cache of spears, and mapping nearby barbarians would be useless if it were locked into what was there on turn one (which is to say: nothing).
After rolling on Prince difficulty, I'm bumping it up to Emperor and trying for a small civ cultural victory. I'm thinking India or Siam would be good. Which do you guys suggest?
Posts
I bought Battle Creek or whatever it was called from Siam, waited until there was one turn left on the Utopia Project, then sold it back. I got all the achievements.
OK, so stuff:
1) Hit F6, find Calendar (Math and... Sailing? That's a vague memory of mine, so don't take it 100%), and move towards that if you have an absolute ton of plantation resources. F6 to get to the tech adviser is a good thing to be doing anyway.
2) All gathering works like this: the size of your city determines how many of the nearby tiles the city can work. So at the start you have one dude who can work one tile. Generally you want him working the best food tile at the start. As you grow you work other tiles. You can either a) micromanage which tiles your dudes are working in the city screen (click the one they are working, which should be obvious and then pick a different tile) or you can let the computer handle it. It's fairly good about it until you get good at the game. So to get more production, you want a dude working the mine.
3) As the Byzantines, you want horses (though you'll need to find iron) so a heavy horse archer army is not a terrible idea. The Byzantine unique unit is a very, very strong knight. Also note that the phalanx is no longer a spearman so does not have a bonus against horsies. It's an axeman with a bonus against I believe only chariots.
EDIT: Not to be too self-promoting, but I do a massive info dump post in my Civ4 LP/Democracy game here. That's a pretty good introduction to mechanics, I think.
1) Ah, yeah. I was missing Sailing.
2) ...innnnteresting. Thanks for the tip.
3) Yeah, managed to find iron, am making some swordsmen to and Horse Archers to kill those four units of Phalanx the Greeks have near the border. And a Catapult, because, hell, it's a catapult - catapults are always useful! :P And by the way, how do you make that unique unit? Strong knights for the steamroll seems like something my expansion could seriously use (I'm not liking how the Incas are getting armed units near our mutual border...)
Also, goddamn, the worker AI is stupid. I clicked the "auto-build trade routes", figuring it'd simply build roads between my cities and all that without my need to micro. Come back a few turns later, they're breaking down my cottages to build forts, the idiots! :x. So, micro it is...
To get knights (and thus the 12 strength badass that is the Cataphract), you need Guilds (Machinery + Feudalism), Horseback Riding, Horses, and Iron.
In Civ IV there is an advanced option that blocks automated workers from changing tiles that already have existing improvements. AND as a bonus, it actually works! (Unlike in V...)
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
...
*headdesk*
Ah well. I'll leave this bunch of swordsman units for something else then. Say, bumrushing the Incans later
So head for Feudalism then. Got it. Still, I feel I'm probably decently ahead of the curve by now - at least, I could swear nobody in the real world entered the Medieval Age in 400BC :P
Neat. Will see about activating it then!
Axes are for crushing melee units (and city attack in a pinch)
Swords are city attack, though with Combat I and Smite they can do the Axeman's job
Spears are for anti-horsies
Cavalry is for being obnoxious and attacking anything that's not a Spearman
That was the impression I got from the demo.
Persian Cavalry in a golden age are just ridiculous. You can clear a continent of competitors before it ends! :P
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
A single ruin produces different findings based on your turn.
For example, this one ruin I found always produced 90 gold on the 3rd turn, pottery on the 4th turn, animal husbandry on the 5th turn, map on the 6th turn, etc, etc.
The order that it produced whatever did not change when I reloaded the game, or even restarted my cpu.
In a new game I created, the ruins I found did not produce it's rewards in the same order, but it's rewards did not change when reloading like the first game. Other ruins in the same game did not produce the same rewards when discovered on the same turn.
So, at the start of a game each ruin is assigned a list of rewards and what turn they give them on. So if you start a game and 3 ruins in a row give you that bullshit map reward you can just reload your save and wait one turn.
"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!".
This dude has the right attitude.
It has nothing to do with the turn number, simply the number of random numbers generated since the game started. If you turned off "save random seed" (or is it turn ON "new random seed") you'd get different results when you save and reload, if you want to be a save scummer like that.
So, if the cpu took different actions in their turns they result would have been different? It was only always the same on turn 17 because the CPU always made the same move?
It's pretty great that Firaxis put out the SDK so fast, even if dll modding isn't in it yet
Build a couple warriors/scouts, then when your city hits size 3 THEN build the worker. Around Size 4 build your settler.
Pretty sure workers don't stop city growth, then improvements + fast expo gives you a huge boost.
e: oh right Civ IV, ooooooops.
What you do is:
1. If you picked a Civ without Mining at the start, go ahead and build a Warrior/Scout first, and research mining.
2. If you picked a Civ with Mining, build a worker and research Bronze Working. (The worker and Bronze Working should finish at about the same time)
3. Use your worker to chop out another worker
4. Use both workers to chop out a settler
You quickly get two workers and a settler by taking advantage of (abusing
"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'm having trouble keeping track when I think I'm reading about Civ 5 and end up getting Bel Aired (Civ 4'd?) by the last sentence of an edited post.
Then settle another city with access to bronze. Preferably near a couple of forests. Worker nr 1 connects cities with roads while worker nr 2 goes with the settler and connects the bronze. While doing this your scout/warrior has found the enemy civilization. One of the workers start a road (second tech you research is the wheel) towards the enemy civ while the other one starts chooping down more forest. Both cities can get barracks if you want (not strictly necessary but it will help). Build only axeman, give them only city raider upgrades. Rally to enemy civ. If they have archers (IE: Higher difficulties) use two axeman for every defending units. Otherwise one is usually sufficent. Roll enemy civ. Capture their capital and MAYBE their other city if it's good. Capture all workers. Then play as normal.
Note that your tech investment will crash and burn, this is normal and OK as you have twice as many cities as anyone else and double the ammount of workers.
civ4
Yep. Guys with axes - they're supposed to have a +50% against melee units, says the description, but judging from their effectiveness those axes must be made of Nerf...
Ah, screw it, I'm going to bed. I'll continue tomorrow, try to overtake everyone in research and smash these annoyances with tanks.
Why do you find it interesting that the reward isn't determined at the start of the game? I mean, were you like "Man, why are all these ruins giving me Animal Husbandry and shit? How come it's never FUSION?"
No, the random number generator is not likely to change significantly if the AI takes a different action after your turn. The AI itself is just as deterministic as anything else, so unless YOU do something that specifically modifies how it reacts, and that different reaction results in a different number of random numbers (so, combat where there was no combat before) the random number generator will be in exactly the same state.
Garthor: you don't think it's strange that the same unchanging ruin yields advanced technology one time but a map another time? I just thought it would always have the same reward, since you know, the ruins were there before the start of the game.
Also the random seed thing doesn't seem to work correctly for my combat. I get different results on reloading and I have never disabled it.
Agreed. Unless you slingshot to feudalism (or is it really vassalage?). Because then you upgrade them into longbowmen and rape stomp people.
Except it's already clear that it changes based on the state of the game. You don't get Animal Husbandry if you already have it, your tanks will never stumble upon a cache of spears, and mapping nearby barbarians would be useless if it were locked into what was there on turn one (which is to say: nothing).