mystery
6361
New load option at start: “Touch options for Windows 8 (requires Windows 8)”
You bastards…Now I have to buy Windows 8.
Blips
6362
So I’ve started a new game after having taken a long break from Civ V and now I’m terribly rusty.
I’m playing as Babylon and have just one city at the moment.
I’m confused about my production: when I take a citizen from my farm (which has absolutely no production), my total production is 6 as I would expect (+2 from buildings, +3 from terrain and +1 from idle citizen), but when my idle citizen is put back to work on the farm, my production jumps up to 7 with the tooltip telling me (+2 from buildings, +3 from terrain). Where is that extra 2 coming from?
Have I simply forgotten something critical to how the game works or is this a bug?
edit: bah, just discovered growth is put on hold while training settlers!
Giaddon
6363
Are you building a settler?
Blips
6364
hah, yeah just discovered that, but that shouldn’t affect production right?
Octagus
6365
I think (but not sure) that excess food counts as production when building settlers/workers.
Ozion
6366
I hadn’t noticed that. If that’s the case, that’s a nice mechanic.
Alan_Au
6367
I’m pretty sure that converted food contributes less towards production than hammers do, but I don’t know the conversion rate off-hand. (2:1 maybe?) Also, there’s no production penalty for negative food, so you’re usually better off maximizing production unless you have some overwhelming surplus of food.
It is there, it’s in the folder CvGameCoreSource as part of the updated SDK package. This is terrific; hopefully we’ll now see the same sort of progress made to the game, that was done with Civ IV once the DLL was released for it.
Blips
6369
I must be missing something: every bloody turn the game is forcing me to re-order my workers to continue their jobs I had ordered the previous turn. There are no enemies nearby so why do they keep stopping every turn?
Giaddon
6370
I like this game a lot, but sometimes the AI is… depressing.
I’m in a King game. I’m on a smallish continent with China and Carthage. FAST FORWARD China and I have carved Carthage up between us. China is attacking the last Carthaginian city. China has surrounded the city with an inner ring of archers and an outer ring of swordsmen. Every turn, the archers reduce the city to no health. But because there are no melee units adjacent to the city, there’s no conquest. Next turn, the city heals a bit, the archers fire, and so on through the millenia…
Sigh.
I have tried civ 5 a while back, but had a problem with all the penalties it imposed on trying to create a large empire. Civ 4 actually encouraged you to build more cities, while civ 5, as far as I remember, does everything to stop you from expanding to a huge empire. I disliked that so much that I quit playing quite soon, which, considering how much I played civ 4, is a shame…
Is civ 5 still about small empires, after all the patches? Or was I perhaps just playing it wrong? Any thoughts on that would be much appreciated!
rezaf
6372
Yeah, I’ve discovered it in the meantime. Great news indeed - I only hope they didn’t delay this move too long - a number of ambitious mods have died over the years because people couldn’t make non-trivial changes.
I’m afraid it’s still small empires - at least for the player, and especially on higher difficulties.
Here’s hoping there’ll be mods making larger empires more viable again, too.
rezaf
mystery
6373
Played Austria yesterday, and ended up with a globe-spanning empire that was, during a Golden Age, making 1400 gold per turn, with 147 excess happiness and flipping a new culture policy every 10 turns.
If you start with Liberty, and then move to Piety, and then both Order and Commerce, you can support a pretty large empire. It doesn’t hurt to make one of your religion benefits a +1 Happiness for any city under your religion, and then have your religion spread all over the place, either.
zombo77
6374
Vanilla Civ5 is still the same, founding lots of cities is possible but not really optimal depending on your victory condition.
With the right combination of buildings and social policies it is possible to spam cities everywhere though, MadDjinn’s Rome LP is a good example: http://www.youtube.com/watch?v=yuYp-u9cbSI
In Gods and Kings happiness is much easier to come by, you still don’t want more than maybe 4-5 cities if you’re going for a cultural victory but for science or domination wide empires are viable.
Yeah, I am seriously concerned by how long this took. Between this and the DLC drip-feed of content until the legitimate expansion pack, I suspect that Civ’s moving away from the sort of game I want to support, despite the fact that I’ve poured something like 150 hours into V :(
That said, I’ll keep my fingers crossed. If we can get something even half the quality of FFH2 running here, I’ll feel a lot better about it all :D
Prior to this patch, wouldn’t your allied CSs declare war on a civ when you declare war on that civ? If so, CSs no longer do that with this patch, which doesn’t make sense.
rezaf
6377
Aren’t we a poser. :p
Seriously, in higher difficulties, it’s often very hard to support a larger empire AND be successful.
If you run lucky and game the system a bit, sure, I guess you can end up with a large realm anyway, but I think it’s safe to say that - for the most part - the game still tries to actively discourage you from doing so (and I can sorta see why they did what they did - buzzword 1UPT).
rezaf
While a CS should definately scramble to defend you in the event you are attacked or declared war upon, I don’t really think they should have to immediately go to war just becuase you declared so, at least from a gameplay point of view that always felt a little exploity, so maybe they addressed that?
Or, you know, maybe it’s a new bug…
Wow, I just got this game, so this looks like a great time to jump in. :)
I did too, Brian, so if you want to play a multiplayer game on the side, let me know.