That’s correct. You didn’t mention that you wanted to know about surplus resources specifically. Those are indeed only visible in the trade screen without mods.

I’m just happy to see PITBOSS coming back. Ok, the crash fixes and other improvements are nice too. I kinda forgot that Civ 4 had pitboss patched in later too. Nice to see engineers get a bump too, for my production cities I almost never used them unless I wanted to try for a great engineer.

Now if unit renaming comes back too, we’ll be all set. It’s kinda important for PITBOSS games :)

Right now I’m still stuck in difficulties. Emperor has become a tad too easy (probably because I’m 'sploting the AI with large navies), while Immortal remains too daunting. Maybe it’s just that I need to play on maps with less water. I’m guessing that the AI does best on Pangea type maps where it can quickly conquer its neighbors for more luxuries and overwhelm large land borders despite its tactical shortcomings.

It’s really odd. You can rename the units when they get a promotion, but if you miss that opportunity, then you have no way to rename it until they next get a promotion. I admit that I have not yet read the entire manual, so it may be covered in there. But it does seem to be a rather odd behaviour.

I just did a search in the manual for renaming, renam, rename, and looked at all the keyboard shortcuts as well as unit promotion sections. It’s also not in the Read Me. I guess that’s more manual addendum for Chris.

Wait, you can rename a unit when it gets promoted? I had no idea this was possible…

King is my sweet spot. I’ve beaten the game on Deity, but Civ 5’s not fun for me on the highest levels. You have to be laser focused on victory, and I enjoy exploring, building, and so on too much for that.

Though there’s also not really much point in knowing this info outside the trade screen, since it won’t let you offer luxuries the other player already has anyway. I do wish the diplomacy overview would show you which luxuries they want from you (with the surplus numbers), though, since it would be a little easier than visiting them only to find out they don’t want anything you’re willing to give up.

Yes you can. When a unit receives a promotion, the promotion selection box has a little “edit” link. It’s in small text so it is easy to miss. Click on it and you can change the unit name from “Warrior” to something else.

This actually drove me crazy for a while because I had renamed my first regiment of Immortals as “1st Light Foot”, and wanted to give all my other units regiment names, yet there was no edit button. After about another hour of playing, I finally noticed that it only appeared during unit promotions.

But it would be nice to know this information without having to trigger diplomacy and initiate a trade.

Hence the rest of my comment. A browser that showed you your surplus without showing you what luxuries the other civs need wouldn’t really help.

The Diplomacy overview screens definitely need to show you what resources other Leaders may be interested in acquiring instead of just what they have to offer. The City/Econ overview should also show you how many Great Person points each city is generating, and so on. Civ 5 is missing so many basic details like that, important details that I’m pretty sure were in Civ4:BtS if not plain vanilla Civ4. It feels like Firaxis learned quite a bit in going from Civ4 to a fully baked (maybe even overbaked in some ways) Civ4:BtS, and then forgot many of these lessons when making Civ5. Every time I checked the Civ5-ilopedia and an entry told me to “consult the blah blah section of the manual for more information on blah blah,” it was maddening (why can’t you just give me a link to that section of the 'pedia?), not to mention the annoyance of having to constantly backspace-delete and type a new search term in each time due to the lack of hyperlinks in the bodies of the 'pedia entries (oh, that’s why you can’t just give me a link).

I’m still optimistic that bug fixes, AI improvements, and (I hope) some balance tweaks (or mods, if all else fails) will eventually make Civ5 a fine title, but at this point it just seems they completely ran out of time to finish the game. So far, my disappointment with Civ5 is similar to how I felt about the rather weak Civ4:Colonization release.

Anyway, I’ll go take my happy meds now.

I think they tried to remove any info you didn’t really need to streamline things, but they went a little to far in some cases. It also really annoys me that the unit description don’t give you numbers on the special abilities of units. What does “a significant bonus when attacking” mean, goddammit?

5%.

OK, not really, but I’m a bit put off by how low the bonuses tend to be. To the point that you’d have to be slightly crazy to build many of the buildings such as Stables.

Most bonuses are in the 25-50% range or more.

You can click on the little icon in the civlopedia and see what the number is, though its far from easy to find.

Fixed that for you.

Windmill: +15%.
Forge: +15%.
Arsenal: +20%.
Workshop: +20%.
Nuclear plant: +25%
Solar plant: +25%
Stables: +25%, except that it only applies to mounted units, and no one builds that many mounted units in a single city.

Notable exceptions are the research buildings and the Factory, which are all +50%.

Combat upgrades:
Morale: +15%.
Shock I and II: +20%.
Drill I and II: +20%.
Shock III and Drill III: +25%.
Siege: +25%

Granted, in combat +25% is much more significant than +25% production. Still, most of the building bonuses are underwhelming, given how expensive the buildings are, both to build and in upkeep. The main problem with Puppet cities is that they go nuts building some of the least cost-effective improvements.

Basically: Yeah.
And underwhelming bonuses not only applies to buildings.

15% ain’t so bad in all cases, though. For example, I was trying to mod the social policies, specifically the expansion one (was it Freedom or Liberty? The one on the top, anyway).
It gives stuff like +1 culture and +1 production to cities, and unless you adapt that one VERY early, +1 culture is worthless, and so is +1 production.
I was thinking of making these +10 or +15 percent, then they’d be worth something to all cities.
Didn’t have much success so far, though.
I think the policies system currently doesn’t support that. Maybe with LUA modding, but I haven’t done anything with that yet.


rezaf

+3

Or in Moo1, orbiting massive doomfleets in above around 2 enemy homeworlds with their fingers on the bomb buttons, waiting for the next galactic elections…

I was thinking of combat, where almost every bonus is at least 20% since thats what was being dicussed.

Also its pretty damned common to have a laundry list of bonuses and see a unit crush its mirror unit.

As far as production stuff, yeah those are fairly meh.

I’ve come to the conclusion that you never want to take the left-hand track on Liberty. The food boost for new cities is never worth it, so you’re more-or-less paying 2 social policies for +1 production per city. That’s a fair boost to your colonies which probably have 3-4 production at the time you get your third policy. The problem is the right hand track is much more attractive, since +1 happiness per city is quite valuable to large empires, and +1 culture per city is arguably more useful than the +1 production because 1 culture / turn is very different from 0 culture / turn. By the time you get around to the left hand track, it’s just not worth it anymore.

I find it funny, in a game I finished on emperor, there was 1 large AI left, and 2 smaller…I could use anything from 15 to 30 seconds on a turn, and having to wait 1-2-3 minutes on AI…
Come on!!

I know why kinda, he always moves his units…never stands still…always juggling huge armies around, even when there is NO point…sigh