09-29-2010, 03:27 PM | #351 | |
Grizzled Veteran
Join Date: Oct 2000
Location: Edinburg,TX
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Quote:
Reading through this thing right now and to be honest, this guy should quit playing this game. It is too easy for him it seems. I am also pretty sure he has called me stupid a few times as well.
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09-29-2010, 03:35 PM | #352 |
Hall Of Famer
Join Date: Nov 2000
Location: The State of Insanity
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reminds me of the No Mutants Allowed reaction to Fallout 3:
"You changed it, thus it sucks."
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09-29-2010, 03:54 PM | #353 | |
Grizzled Veteran
Join Date: Oct 2000
Location: Edinburg,TX
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Quote:
A lot of his comments do come off as that. Some of his comments I agree with though, like the one unit per tile should be for military only. I hate not have multiple workers on a tile. It is also a touch annoying that cities can work so many tiles now, yet they will never come close to being that big, or even as big as I would get them in Civ IV.
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09-29-2010, 04:55 PM | #354 |
Pro Rookie
Join Date: Jan 2005
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I would like cow, wheat, deer, and other food bonus tiles to be more valuable, that would help with city growth.
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09-29-2010, 05:07 PM | #355 | |
Grizzled Veteran
Join Date: Oct 2000
Location: Edinburg,TX
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Quote:
Agreed. That was one of his points as well. Like I said, he makes some pretty valid points (like that one). Overall though it seems like the guy only plays the game to rip it a new asshole because it is so easy for him. I admit I am taking away a few things from it though, because he talks about how easy it it yet I am pretty sure in my current Prince level game I don't have a very solid chance of winning. I know I have not adapted to this version yet, this will help a little.
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You Stole Fizzy Lifting drinks! You bumped into the ceiling which now has to be washed and steralized, so you get NOTHING! You lose! |
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09-29-2010, 05:14 PM | #356 |
General Manager
Join Date: Aug 2001
Location: Kansas City, MO
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Somebody just got a new laptop for his birthday with plenty of horsepower to run Civ5.
Of course, it's for business use. **giggle** |
09-29-2010, 10:03 PM | #357 |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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For some reason, I thought the manual said the one unit per tile was for military only.
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09-29-2010, 10:05 PM | #358 |
Head Coach
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Location: Green Bay, WI
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09-29-2010, 10:07 PM | #359 |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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Yeah, you're right:
Units are subject to “Stacking” limitations – two military units may not end their turn in the same hex, nor can two non-military units, but one military and one non-military unit may end their turn stacked in the same hex. |
09-29-2010, 10:14 PM | #360 | |
High School JV
Join Date: Mar 2003
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Quote:
Eh, my experience is a bit yes and no. Sometimes they can give you some pretty crappy units, like a scout. Why would I want a scout? Idiots. However when they're actually giving you decent units, like when they were giving me cannons, then it's not quite so bad. Could still be much better. It would be better if they either provide some other smaller bonus (aside from resources) or if the units they provided were in some way unique. Perhaps they could cost slightly less or something, I don't know. I had several cultural city states providing over half my culture, and I was able to develop some very large cities thanks to maritime ones. Militaristic though, one decent (or worse) unit every twenty turns or so...for the money you're spending? Eh. |
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09-29-2010, 10:18 PM | #361 | |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Quote:
Yeah, the issue is that indeed I sometimes do get a nice unit, but even when I do, I still have to pay maintenance on the unit I get so it still costs me. For the gold I pour in, I could just buy the units instead for maybe just a slightly higher cost but with more control of when and where I get it. |
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09-29-2010, 10:32 PM | #362 |
Grizzled Veteran
Join Date: Oct 2000
Location: Edinburg,TX
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The best way to have a military city-state under your influence would be through completing city-state missions/requests and getting the influence that way instead of paying. SOme of those can set you up for influence over a city-state for a while, then you have some pretty cheap units coming your way. Otherwise, I agree the investment is not worth it.
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09-29-2010, 10:57 PM | #363 | |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Quote:
I've sometimes taken the crap units that they have given me and then re-gifted them back to the city state for extra influence. It just ended up being more effort than it was worth. I usually just wait for one of the other city states to ask me to destroy them and then do it. |
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09-29-2010, 11:21 PM | #364 |
College Prospect
Join Date: Mar 2002
Location: Berkley, MI
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Wife and I are playing a LAN game, having a ton of crashes that freeze either one of our computers...frustrating.
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09-30-2010, 12:18 AM | #365 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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I am now allied with 7 city-states.
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09-30-2010, 12:37 AM | #366 |
Pro Rookie
Join Date: Jan 2005
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I am having my most competitive game yet. It is around 1990 AD and the Arabs are the only AI Civ left (I am the French). They have more cities, GNP, and production while I have a bigger population and slightly better tech. They invaded one of the city-states I am allied with so I declared war on them (although they are only a militaristic city-state, Tyre provides me with a ton of oil which I need for tanks and airplanes). For this game I picked a Terra map and we are fighting a war on three different fronts, separated by inland seas, it's pretty fun.
The one thing I don't understand is that the Arab units have a +25% strength bonus for being in friendly territory, but this shows up even when both my unit and his unit begin the battle in my territory. It kind of unbalances things considering that we are at the same technology level. |
09-30-2010, 09:53 AM | #367 | |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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Quote:
Could you gift it to a different city-state instead? |
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09-30-2010, 10:01 AM | #368 |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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yes, you can gift military units to any city state for a small amount of influence (seems very small) |
09-30-2010, 10:57 AM | #369 | ||
High School JV
Join Date: Mar 2003
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Quote:
It IS very small, to the point where it's not even worth it. Quote:
Yeah. The last time I looked in my America game I was getting a unit every 17 turns (though that might have gone down as I progressed an age or two). During that time, lets say I was making...10 gold per turn. 1700 gold, so yeah I could probably buy a unit of my choosing, or even two. Haven't really bothered purchasing units so I'm not sure what they usually cost. Also, started a new game (Egypt, One City Challenge) and once again I have one civ blobbing hugely while the other follow at a more sedated pace. In this game it's France, in my last game it was Japan, and in my first game it was Siam. It's always one state that goes wild with expansion. |
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09-30-2010, 11:09 AM | #370 | |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Quote:
Depends on which unit and if you have any bonuses to lower the cost. Generally units cost between 200 and 800 gold though. |
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09-30-2010, 12:29 PM | #371 | |
World Champion Mis-speller
Join Date: Nov 2000
Location: Covington, Ga.
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Quote:
How does the one city challenge go? Is there anyway to keep up with other civs while having just one city? Do you have go aggresive to keep the other civs down? |
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09-30-2010, 12:32 PM | #372 |
Head Coach
Join Date: Oct 2000
Location: Green Bay, WI
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09-30-2010, 12:37 PM | #373 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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You must raze them as you cannot control, even partially, more than one city. I think the main thing in OCC is to be strong enough to hold on to what you got (since you are building a very large, valuable city). Also you have to be prepared to prevent another civ from winning if they are close.
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09-30-2010, 12:54 PM | #374 |
College Starter
Join Date: Apr 2007
Location: Arlington, VA
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What happens if you are forced to take an enemy capital?
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09-30-2010, 01:31 PM | #375 |
Pro Starter
Join Date: Jan 2004
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Also, how do we get allies or city states to give us units?
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09-30-2010, 01:38 PM | #376 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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I'm not sure. Militaristic city states will give you a unit every 17 turns or so if allied. Other allied city states will give one on a occassion if they are really happy with you (I got a general without even fighting). From civs, I don't know, may be via the trade dialog? |
09-30-2010, 02:01 PM | #377 | |
Pro Starter
Join Date: Jan 2004
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Quote:
Thanks. I get Generals what are they good for other than a golden age or a Citadel? And what is a Citadel for? Last edited by Galaril : 09-30-2010 at 02:01 PM. |
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09-30-2010, 02:11 PM | #378 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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I didn't know Great Generals can do golden ages?
I'm waiting for my general to catch up to my troops but I think he will give a 25% boost to strength for those units within 2(?) hexes of him. Classic wargame stuff. Citadel, if I recall, is a really, really strong tile that probably is meaningless for gameplay. |
09-30-2010, 02:18 PM | #379 | |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Quote:
General's three options are: 1) Start a golden age. (nothing special here) 2) Adds 25% strength boost to all units within 2 tiles. The general counts as a non-military unit so CAN stack with a military unit. It does not combine with a military unit as it did in Civ 4, but you can have it move with a military unit to provide it constant protection. 3) Build the citadel. This building will overwrite whatever improvement is in the hex you choose to build the citadel. Building the citadel consumes the general. The citadel will give 3 points of damage to any enemy unit that ends a turn adjacent to it. |
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09-30-2010, 02:23 PM | #380 |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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I used the Citadel once in a one tile ithmus on a hill between me and Egypt. It's wasn;t that hot. It totally kept Egypt out though
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09-30-2010, 03:41 PM | #381 |
Pro Starter
Join Date: Jan 2004
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Thanks everyone for the answers.
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09-30-2010, 04:20 PM | #382 |
Pro Rookie
Join Date: Nov 2003
Location: Dayton, Ohio
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Noob question incoming. Never played Civ before and this is for Civ IV, but it's such a basic question I figure I can ask here. (CIV V doesnt run for me so since I've never played before Civ IV and V are no difference to me)
I've played, or I should say I've STARTED to play, a couple games now. I tend to get to about 750 BC and restart because I feel I've made such critical mistakes that it's better to just learn from them and start over. But with the flow of so much information some stuff just goes in one ear and out the other. (I've probably put about six hours of game time in, but probably 10 hours of reading forums, basic strategy guides in. Probably the wrong way to go about it but the first time I fired up the game I was so lost.) Now to the question. The tiles around my city, they have their production labels (food, commerce, production). When I start to build improvements on them, to get the results from each tile do I have to have a citizen working it? Like early on, my city population is only two or three. Am I only getting commerce, food, production from the two or three tile that i have citizens on or do I get it from all the tiles, but just a bonus from the ones being worked on? Additional question. One game I started, I got to around 700 BC or so. I decided to open the world builder up, just to see the computer and see how either far behind or ahead I was. Cheating, yes, but I really wasn't using it to find resources. I'm more worried about understanding the game then the victories right now. But my city was in an area of high commerce and food, but there as only ONE production in my city. I noticed I was so far behind and that was probably because it as taking 30+ turns to produce a fucking worker. Is that just terrible placement of the city, being fucked on the map gen, or was there something I could do to make up for that? There was quite a bit of stone nearby that I probably should have utilized earlier, but didn't, would that have made up for it? Or am I totally off base? And a third question that came up as I was typing this. How quickly do you have to plant your first city? Is that pretty much something you need to do within a few turns? First couple games I was wasting probably six-ten turns trying to find a good place to put my city and then eventually getting my settler there. Thanks for the input. 1. Citizens working tiles. 2. Had only one hammer in my initial city, was I fucked? 3. City placement. Initial city, how late is too late? |
09-30-2010, 04:20 PM | #383 | |
High School JV
Join Date: Mar 2003
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Quote:
Well I did this game on Chieftain since it was my first go at OCC on Civ5, so it'll be a little harder on the higher levels. You have to do a really good job of balancing everything when you do OCC though. It can be easy to get behind if you don't pay attention to one area. I went with Egypt for one reason and one reason only, +20% production on Wonders. Add with that some of the other bonuses you can get on wonders from policies and such, and you can really benefit by building them. Wonders give culture, plus their bonus, plus Great People points, and are completely free of maintenance. You need to make certain that you're in a good defensive position as well, as you can't really afford to screw up too much in war. You can take your chances and attack other civs as you see fit, but you have to be vigilant and protect your capital. Walls, Castle, etc. are definitely something worth taking despite the maintenance costs. Especially when you can get some wonders or policies that greatly increase their strength. I'm in the middle of the renaissance era right now and Thebes has a combat strength of about 59. The biggest problem I've found is gold. You don't really realise how much money you get from trade routes until you have none. You've got to keep an eye on maintenance costs and work with other civs in trading to make some money. Personally for the city I focus on food and production first, then science and then gold. If you're only going to have one city, it needs to be big so you can work as many tiles as possible and have what specialists you need to keep up with everybody else. Production needs to be high because you can't rely on other cities helping by producing units or wonders or whatever. Science you need to do what you can when you can to keep that high or you'll fall behind eventually. It's not as big a problem early in the game, but later on as the AI have many more cities all producing science you may start to lag behind. As for my Egyptian game. I started out on a small peninsula that was nearly all grassland with some hills and lots of forests. So I started out in a good location to grow a large population. I had some silk and marble around too so that I could trade. My first priority was building a worker so that I could get improving some of those hills and improve my production. Only after that did I build a scout (not like I was going to be expanding much anyway) and then an archer to deal with any barbarians. Kept improving my land, building some wonders and other buildings as I saw fit. Focusing mainly on science and gold producing buildings, along with the defensive ones. Eventually Rome tried to start some crap with me, I used mainly ranged units and retreated back to Thebes and just nailed the little bastards from a distance. Eventually got a peace treaty out of them by giving some silk. After that I made a beeline towards getting longswordsman and then cannons, while also working on a castle and The Kremlin. Rome invaded again, I did the same this time only was more prepared and eventually they gave in. Got a good bit of gold, lots of resources, a very good war all around. Since then Rome hasn't really been picking fights with me, though I did DoW them once and repeated the previous war more or less. I've sent a portion of my army off to fight away form my home peninsula a few times when somebody needed to be brought back down to size. Gotten some gold from each of those wars as I've kept ahead of everybody else technologically. As for City States I've mostly kept allied with some maritime once to get more food. I'm also allied to Sidon who have provided me some useful units this time around. I'm going to continue with this game for awhile longer and see how later era's play and then I think I'll give it a try on Prince level. |
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09-30-2010, 04:28 PM | #384 | |||
High School JV
Join Date: Mar 2003
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Quote:
You only get hammers, gold or food from the tiles you have a citizen working. But it doesn't hurt to go ahead and improve tiles before you're ready to work them as you'll get a new citizen eventually. Remember though that in Civ IV a city can only work tiles that are within two tiles of the city. Quote:
Mines add to production of a tile, and certain terrains have different values so it depends on where you were somewhat. Grasslands are brilliant for growing huge cities, poor producing buildings/units quickly. Though the high population gives you the potential to have a high production value if utilized correctly. So yes, a few mines probably would have helped, and any resources like stone too. Quote:
I usually do right away, unless I see some really good reason not to. When you start out you're already in a good location. May not always be perfect but it's usually above average. Roaming around looking for a different spot just gets you off to a slower start than the others. |
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09-30-2010, 04:29 PM | #385 | |
Coordinator
Join Date: Sep 2003
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Quote:
1. Each population works a tile. So, if you have 2 population, then only 2 of those tiles are being worked. You can choose which ones, too. 2. You were likely fucked. I think we need more info to draw a better conclusion. 3. You should be building your first city on the first turn. 99.9% of the time I do and usually on that tile it starts on.
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Why choose failure when success is an option? |
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09-30-2010, 04:48 PM | #386 | ||
Pro Rookie
Join Date: Nov 2003
Location: Dayton, Ohio
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Quote:
Not sure what more info meant, but I did an overhead shot. It's kind of hard to see, but you might be able to break it down. You can see the three mines by my capital. I may have got started on those too late. I just recall it take sooo lonnngg to get a worker or warrior. http://i281.photobucket.com/albums/k...enShot0000.jpg Quote:
A lot of good information for me in your post but out of all of it this made a lot click for me. I knew you had to build by resouces and what not. That is was essential, but somehow that basic law slipped past me. Last edited by Scoobz0202 : 09-30-2010 at 04:49 PM. |
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09-30-2010, 05:15 PM | #387 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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09-30-2010, 05:22 PM | #388 |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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Remember that in Civ IV, you can use your surplus food to build workers, too.
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09-30-2010, 05:59 PM | #389 | |
High School JV
Join Date: Mar 2003
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Quote:
I'm not sure that I'm too fond of the bias start, I kept starting and restarting games with America and every time it seemed I was stuck in between a desert and tundra/snow/ice with a little bit of plains in between and a couple of city states taking up the nearest good locations. Sort of annoying. Although such a location can be quite decent for later in the game when you hold the vast majority of the worlds oil. |
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09-30-2010, 06:15 PM | #390 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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I think it is biased towards the UU. Doesn't America have a big bomber or something? But you can always go into advanced setup and not do a biased start.
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10-01-2010, 07:09 PM | #391 |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Hmm, I think I found a bug... Do you see it?
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10-01-2010, 07:16 PM | #392 |
Mascot
Join Date: Nov 2006
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The number of horses?
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10-01-2010, 07:17 PM | #393 |
College Starter
Join Date: Oct 2000
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the underwater pyramid?
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10-01-2010, 07:21 PM | #394 |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Yeah, for some reason ever since I had a deal with another civ to give them horses for money, since the deal has ended, every turn it keeps adding the horses to my total (and adds gold per turn to the other civ's total). Now I'm up to 1700 horses available while the other civ is making like 400 gold per turn now. |
10-01-2010, 07:53 PM | #395 |
Mascot
Join Date: Nov 2006
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I would rather have the gold....
But, you should report this and submit your saved game. Nogram |
10-01-2010, 07:57 PM | #396 | |
Head Coach
Join Date: Oct 2000
Location: Colorado
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Quote:
It's been a known bug since the release. Edit: http://forums.civfanatics.com/showthread.php?t=384564 Last edited by Buccaneer : 10-01-2010 at 07:58 PM. |
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10-01-2010, 08:38 PM | #397 | |
Hall Of Famer
Join Date: Dec 2002
Location: Mass.
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Quote:
Thanks Bucc! Such ashame I don't think there are enough hex tiles in the map to use up all 12000 horses that I now have |
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10-01-2010, 08:53 PM | #398 |
Head Coach
Join Date: Oct 2000
Location: Green Bay, WI
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Too bad that bug didn't happen with iron.
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10-01-2010, 09:10 PM | #399 |
Head Coach
Join Date: Oct 2000
Location: Colorado
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10-01-2010, 09:14 PM | #400 |
College Prospect
Join Date: Mar 2002
Location: Berkley, MI
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Figured out that the game doesn't crash much at all in single player. Soon as my wife and I start a LAN hosted game, crashes all the time.
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