PLEASE: No Steamworks discussion here. There's already a thread for that. Let's try to keep this thread to gameplay.
Gamespot has some E3 coverage on Civ V. Some of it is still pretty thin, but I like what I'm seeing so far. Particularly now that there's a more visual look at how the one unit per hex & ranged combat systems will work (along with zone of control!), it seems like defending a border will be a lot more practical now.
Also some neat thingsa bout how the AI can react to units massing on the border, how city-states impact gameplay (such as the ability to join alliances with them, or liberate ones others conquered), and the replacement of annoying modal dialogs with notifications.
Any other thoughts?
So much for that inconspicous road leading to a nations borders.
Is there a way to permanently get rid of roads? (or other improvements) ... or are they ever just "finished" and "pillaged" ?
and if so, is the option only available to the person that originally built the improvement?
lol ... shows a weaker game imho ...
Graphical User Interfaces are definitely a plus in games like this ... plus I'm guessing if you simply change the .ini file you will show up as *MOD* on the MP ladder games ... and thus be prevented from playing them.
Or, yanno, u have to change the .ini file BACK to what it was before, hopefully not showing *MOD* ... and then your back to square one (reduced functionality)
Not sure if you caught the sarcasm in my post there
And no, changing the settings file doesn't have anything to do with modding, it's the global settings file where everything you set in the Options menu are saved. Their QA simply missed the fact that obvious option had not been included in the GUI, so you have to do it manually.
Workers have a remove road command if standing in a tile with a road.
It is so infuriating to play this game when you have no idea about unit mantinence costs (so you can't plan how many workers you can afford etc). Roads seem to cost 1 gold at the start then less? later on? They round numbers so there might be fraction costs or something? I.e. difficult to tell if your economy can support a freaking road.
You: "So how much infrastructure can I build for 500 gold my good man?"
Minister for Transport: "Well, some. Between 1 and a million roads depending on variables."
You: "What variables?"
Minister for Transport: "Errr.. Unkown variables. Best way to find out is to build lots of roads and see if your economy dives!"
You: "Perhaps I should not have employed a talking monkey in a important ministerial position afterall...."
Obviously Firaxis just aims for realism.
They certainly did go for more hidden variables... not sure what a cooperation pact entails, for instance, or a secrecy one - what does the AI expect?
There's actually a 240 page manual there, which is rather impressive. (Remember to DL it if you bought the DL edition.).
But with both elemental and civ 5 causing my PC to wheeze along like a an out of shape guy at the second half of marathon, I think I'll need a new PC soon.
There's qutie a few things bothering me - it seems like some features are omitted by design, to make expansion packs more inviting. Still, it's good, so far.
Or you look at the tooltips and see that a road costs one gold per tile, discounted for policies for up to 50% per tile.
But you are right, they could have done better with that in the tooltip overview.
1 gold per tile huh? With no discounts for me, 12 gold with 8 tiles 5 citys and 20ish roads outside my borders. If I build a road (outside borders) it goes to 13 if I build another one, its still 13.
I r confuseld.
Hm, i dont understand how 8 tiles with 20 roads are even possible? Either a tile has a road, or not. City tiles dont count for road upkeep.
I never had a road outside my border, so i dont know that.
I will check it out tonight, but the last time i did, the upkeep seemed to be OK.
8 roads inside, 20ish outside is what I ment so nearly 30 roads in total costing me 12 gold per turn.
Oh and my current thoery is that roads outside borders cost about 20% that would explain the above. There are fractions involved with gold but it rounds the number most of the time (for display).
Just from the numbers i would guess:
8 Gold from tiles inside
+4 Gold from cities connected (you Cap is free)
----
12 Gold
That would make roads outside your bounderies free of upkeep.
It also would make my first statement false that all city tiles are free.
I'll try to figure it out tonight.
Curious. For those of you who have played at least a few games of Civ IV...is it my lack of skill(despite years of playing tons of Civ5 and similar games) or do you need to cover your territory in trade posts to have any sort of economy that isn't crushingly negative?
Trade posts are certainly good in numbers, and after ensuring that all my cities have enough food for decent growth I mostly put down trade posts on empty tiles, and lumber mills on forests. A lot of the economy comes from connecting all your cities to your capital with roads/harbor (around 10 gold for each city connected to your capital, I believe) and from constructing the market/banking improvements which will build up on the population/trade/trade post income.
I noticed that when I automated my workers they built trade posts everywhere, in some cases replacing my farm lands. I have to admit I was happy with the results.
I dont cover myself in TP's and i am always swimming in gold but a friend of mine (we play MP) has the same problem as you. We are not sure yet what breaks the economy.
Some things i watch out for:
- Get Gold Mines, Diamonds, Pearls (obvious)
- Always create trade routes to your cities
- Never have more building upkeep then your citiy produces in gold. I always stay at least at +5 Gold / city.
- scrap units you dont use or cant upgrade in the near future
- dont spam roads, only build trade routes
- never build railroads unless you need them for a war efford
- get economy policies. like in RL its powerful.
- prefer economy research
- build economy buildings before everything else. If you have some plus, buy them outright. Money on the bank is wasted money but ...
- always keep some coins for fast unit building in times of war.
- work toward golden ages. use great persons to get them early. this gives major funds.
- the bigger a city the more the trade routs bring in. If you are low on cash, stop settling.
- even if i dont do it: It is better to build TP's and buy friendship with maritime citystates, then to build farms. They provide +3 food to your Cap and +2 food to each other city. The more cities you have, the better the deal gets.
Following this basic rules i sit at 5k Gold +108 Gold / turn. I have 6 cities total, no puppets.
Have people done math on this over-time, considering that relationship decays and you have to keep buying? AFAIK, it decays faster on some difficulties as well. +3/+2 food is just one tile's worth, I'm really unsure of the long-term benefit of this when you have a lot of tiles that can be worked. I can see it being useful if you have lots of very small cities, but that's about it. You may easily be able to afford buying reputation when making 100 gold/turn, but the opportunity cost of that is basically a unit or building bought (or half a unit/building, if you don't have the buying reduction bonuses).
OK, i revisited my last save and ... have no clue how road maintaince is calculated.
I have 1 Capital, 3 Cities and 13 Road Tiles. I have the policy that cuts the road upkeep by 20%.
I have an upkeep of 7 Gold per turn.
They started to discuss road-building ...
and hilarity ensued
Puppets can kill your economy (is my theory). You don't have control over what they build. If they build buildings that require maintenance costs does that go into your total or does their city just net 0 gold?
Far as I know their profit/loss does factor in to your treasury. You get the bonus of the buildings they build, so not getting the maintenance would be pretty odd.
Kind of a sad thing tonight. I sat down to play Civ 5... and didn't want to. I've already won the game I'm in, and I won it within 100 turns. Now it's just mop up for 200 more turns but there's no way I can lose without really screwing up. I wasn't even trying to conquer people, but they kept attacking me due to my small army, and I kept tearing their large army to pieces. The AI is REALLY bad with the new combat mechanics.
The combat is really the star of the game, so that's disappointing. I find the empire building part to be weaker and less fun then in Civ 4, so at this point it's not that interesting without cranking up the difficulty to the really high levels where the AI cheats to the point that it's not fun anyway.
Well it's important to remember that the population unit working the tile costs you 2 food as well. So if he's working a tile that only produces 2 food then he's breaking even. That's what makes flat food bonuses a pretty big deal in terms of growth speed and effective population maximum..
What difficulty do you play on? As for what your describing I do most of that and still have a huge deficit. How many games have you successfully done what you've described on what difficulty level?
Yeah I noticed the AI is pretty weak, I knocked off a couple Civs and was just going to go for a tech victory when all of a sudden , 3 big civs declared war on me all in the same turn. I thought oh ph I'm i n trouble, but then they decided to just sail unescorted troop ships , toward my land. I knocked off about 30 units in about 3 turns. Then as I started to bombard their cities, they come up and ask for peace.
From reading the civ boards, people are saying that the maps with a lot of water , the AI really has a hard time.
There are many great features available to you once you register, including:
Sign in or Create Account