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Civilization 5

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Comments

  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    Bloody Bismark ending my quest for a cultural victory.........


  • Registered Users Posts: 339 ✭✭BULLER


    A small automatic update will be shortly added on steam which patches a few problems.
    Issues fixed include:

    Game now runs if user path includes special characters.
    AI will now make gold per turn deals in amounts other than 5 GPT.
    Open borders is canceled immediately if war is declared and troops in enemy lands displaced.
    AI valuation of cities in trades and peace deals improved.
    Unit maintenance now scales appropriately in Time Limit games.
    Various crash fixes.

    Ed Beach (Lead Gameplay-AI Programmer for Civ5).

    I think the AI valuation was way off so that is a big improvement. Any other suggestions?


  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    I'm hoping for some optimization, probably won't get it this soon but I'm sure down the line.

    Fixing textures on some of the improvements, i.e half farms and the rivers could look a lot better. I know they are only graphical issues, but still.

    I think diplomacy needs the most work.


  • Moderators, Computer Games Moderators, Social & Fun Moderators Posts: 79,989 Mod ✭✭✭✭Sephiroth_dude


    BULLER wrote: »
    A small automatic update will be shortly added on steam which patches a few problems.



    I think the AI valuation was way off so that is a big improvement. Any other suggestions?

    Should the game have updated automatically through steam?or do you have to download the patch?

    also is anyone else having problems loading the large maps and then crashing to the desktop?


  • Registered Users Posts: 5,848 ✭✭✭bleg


    updates automatically through steam


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  • Registered Users Posts: 27,645 ✭✭✭✭nesf


    Hmm, early days still but I'm fairly disappointed with the AI tactically speaking so far at Prince level. Might need to bump up the difficulty a bit I think.


  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    nesf wrote: »
    Hmm, early days still but I'm fairly disappointed with the AI tactically speaking so far at Prince level. Might need to bump up the difficulty a bit I think.
    Yep, same here. I kind of expected to have to work my way up the difficulties slowly, but so far I've dominated on all of them.


  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    Without a doubt easier than any of the previous games.


  • Registered Users Posts: 14,818 ✭✭✭✭ShaneU


    It's more difficult to get a cultural victory than in civ IV, you really need to aim for it from the very start to get it. Greeks are my favourites so far, companion cavalry and the city state bonuses are very useful.


  • Registered Users Posts: 17,770 ✭✭✭✭keane2097


    Any strategy tips for a noob?


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  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    keane2097 wrote: »
    Any strategy tips for a noob?
    Depends, what part do you need help with?


  • Registered Users Posts: 623 ✭✭✭Shy_Dave!


    Guys, I'm assuming when you trade a luxury resource with another civ it shows you what you have spare? If you know what I mean, like it lists silk(2) dye(1) etc.
    I'm also assuming it isn't detrimental to me unless I give them something they can make a better unit out of?

    Also I am assuming I should start a game with a certain victory condition in mind like cultural and research accordingly?

    Thanks,
    A.Noob


  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    Shy_Dave! wrote: »
    Guys, I'm assuming when you trade a luxury resource with another civ it shows you what you have spare? If you know what I mean, like it lists silk(2) dye(1) etc.
    As long as you have more than one, trade away without any detriment. If your civ is very happy and you badly need money etc. it can sometimes be useful to trade if you only have a single resource too.
    Shy_Dave! wrote:
    I'm also assuming it isn't detrimental to me unless I give them something they can make a better unit out of?
    Luxury resources aren't used for units at all, only happiness.
    Shy_Dave wrote:
    Also I am assuming I should start a game with a certain victory condition in mind like cultural and research accordingly?
    It's a good idea, but don't stick rigidly to it if it's going badly. Best laid plans and all that.


  • Registered Users Posts: 27,645 ✭✭✭✭nesf


    Shy_Dave! wrote: »
    Guys, I'm assuming when you trade a luxury resource with another civ it shows you what you have spare? If you know what I mean, like it lists silk(2) dye(1) etc.
    I'm also assuming it isn't detrimental to me unless I give them something they can make a better unit out of?

    Silk(2) means you've a spare silk to trade, and you should trade it for another luxury resource you don't have. Strategic resources like iron etc shouldn't be traded generally speaking because you never know when you'll end up stuck in a war somewhere and have to mass produce units.


  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    nesf wrote: »
    Silk(2) means you've a spare silk to trade, and you should trade it for another luxury resource you don't have. Strategic resources like iron etc shouldn't be traded generally speaking because you never know when you'll end up stuck in a war somewhere and have to mass produce units.
    On the other hand, trading them with people who you are likely to go to war with is useful. Once war comes, the units they built with your resources will receive a 50% penalty as they can't support them any more.


  • Registered Users Posts: 27,645 ✭✭✭✭nesf


    Blowfish wrote: »
    On the other hand, trading them with people who you are likely to go to war with is useful. Once war comes, the units they built with your resources will receive a 50% penalty as they can't support them any more.

    True, but you need to be careful because when you declare war you're still at a heavy disadvantage as you're going to have to spend 10-20 turns making units to face those 50% strength units. I'd prefer to hold onto the resources and build the units before I went to war, so as to have a stronger force for my initial strikes personally.

    Regardless, as a general starting strategy, don't trade them. When you get into more advanced strategies you can break this rule and mess around once you're more familiar with the game but to anyone beginning with Civ, keep things straightforward and simple.


  • Registered Users Posts: 623 ✭✭✭Shy_Dave!


    Interesting stuff lads, lots of considerations to make. thanks!
    I'll be back...:p


  • Registered Users Posts: 17,770 ✭✭✭✭keane2097


    Blowfish wrote: »
    Depends, what part do you need help with?

    Just what's good strategy starting off?

    I tend to build a lot of workers early, found three or four cities and let the workers auto-improve them...

    Have no idea really how to play well...


  • Registered Users Posts: 17,770 ✭✭✭✭keane2097


    One thing I seem to be seeing is that you ought to build a temple and a monument in each city asap... Is that right?


  • Registered Users Posts: 14,818 ✭✭✭✭ShaneU


    keane2097 wrote: »
    One thing I seem to be seeing is that you ought to build a temple and a monument in each city asap... Is that right?

    only if you're going for a cultural victory


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  • Registered Users Posts: 17,770 ✭✭✭✭keane2097


    ShaneU wrote: »
    only if you're going for a cultural victory

    What if you like to kill people?


  • Registered Users Posts: 14,818 ✭✭✭✭ShaneU


    Then it's not important


  • Registered Users Posts: 17,770 ✭✭✭✭keane2097


    What about Graneries?


  • Registered Users Posts: 27,645 ✭✭✭✭nesf


    keane2097 wrote: »
    One thing I seem to be seeing is that you ought to build a temple and a monument in each city asap... Is that right?

    You want a Monument in each city to allow it to generate Culture so it can expand its borders. A temple is probably overkill for this purpose if you're not going for a cultural victory or for a strategy that focuses on quick social policy upgrades.


  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    keane2097 wrote: »
    Just what's good strategy starting off?
    This depends a lot on how you want to play. If you are going for a sprawling empire, you'd approach it differently than if you were going for a compact or single city civ. Same goes for victory conditions.

    One thing I would say as a beginner starting out, pick your map to suit your civ as it'll make it a lot easier. e.g. small pangea map for Alexander as you'll want to run into other civs quickly to take advantage of your early tech unique units.

    An example of a basic overall strategy for scienifit/cultural/diplomatic as the English:

    Pick a large Archipelago map and stuff in as many civs and city states as possible. Stick in abundant/legendary resources and possibly a wet planet.

    From that base, you'll generally end up on an island by yourself or with a city state or two, so you won't have to worry about land units all that much.

    Explore by sea as early as possible and take a note of locations which have multiple luxury resources. From there, build up 3-6 strong cities (that's all you'll need for actually winning), grabbing as many of those luxury resources as possible.

    Push to get Caravels quickly and from there you'll be able to find all the other civs/states easily enough and trade/research as much as possible.
    keane2097 wrote:
    I tend to build a lot of workers early, found three or four cities and let the workers auto-improve them...

    Have no idea really how to play well...
    You only really need one worker per city as the cities don't expand population and border wise to warrant much more.
    keane2097 wrote: »
    One thing I seem to be seeing is that you ought to build a temple and a monument in each city asap... Is that right?
    Either that or play as the French.


  • Registered Users Posts: 7,515 ✭✭✭Outkast_IRE


    anyone else running into bugs so far iv had
    1. automated workers build a road only to somehow destroy a section of it later on doing improvements , i just see a message saying a city was cut off then when i look its a worker on the tile and he doesnt rebuild the road afterwards.
    2. same thing but he cut off the road to the iron mine, now iv rebuilt the road but dont seem to have any iron , i cant upgrade my warriors anywhere it says i have no iron???
    Help??


  • Registered Users Posts: 27,645 ✭✭✭✭nesf


    The game's generating some major complaining in the civ specific forums around the web, a lot of people aren't happy that it isn't Civ IV with better graphics! :pac:

    Just completed my first Science victory on Prince by 2001AD, which amused me. Was fairly straightforward.



    For the beginners:

    One of the best ways to play better is to specialise your cities, i.e. one for Science, one for Culture, one for Military etc (It's an extremely good idea to think about this when you're founding cities, so found a city near river tiles, gold or whatever for money generation, found one near strategic resources for a production focused city etc). This is *far* better than doing a half assed job trying to have every city do everything. Fortunately the AI can do this for you, so you don't have to go look up how to specialise each city if you don't want to, it's selectable from a menu in the top right of the city information screen.

    The second thing is to not take a haphazard approach to picking social policies. Each tree suits a particular style of play or civ, pick the right ones to suit how you're playing and how you plan to win. For a Culture victory (for example) go for Tradition, Piety, Patronage and Freedom initially, not necessarily filling them out in order but as to which bonus gives you the best gain right now. For a Science victory, Liberty, Patronage, Rationalism and Order are what I went for last game but I haven't studied it very closely tbh. For a Military victory, Honour and Autocracy are both obvious choices but Tradition could be useful for defending home turf and perhaps Patronage for maintaining a few City State allies or Commerce for boosting gold income so to pay for your large armies. Order would also be good late game since you'll probably have a very large civilisation to try and keep happy.


  • Registered Users Posts: 1,742 ✭✭✭Branoic


    2. same thing but he cut off the road to the iron mine, now iv rebuilt the road but dont seem to have any iron , i cant upgrade my warriors anywhere it says i have no iron???
    Help??

    Unlike previous Civ games, the resources don't need to be connected by roads, so I don't know what's causing your Iron problem, but it's not the road.

    In this Civ, roads now cost maintainence, so you should only build them to connect your cities, forget about connecting them to resources.


  • Registered Users Posts: 14,685 ✭✭✭✭BlitzKrieg


    anyone else running into bugs so far iv had
    1. automated workers build a road only to somehow destroy a section of it later on doing improvements , i just see a message saying a city was cut off then when i look its a worker on the tile and he doesnt rebuild the road afterwards.
    2. same thing but he cut off the road to the iron mine, now iv rebuilt the road but dont seem to have any iron , i cant upgrade my warriors anywhere it says i have no iron???
    Help??

    Do you actually have the iron? In this civ specific resources like iron and horses directly link to units so you use 1 iron for every legionnaire etc and you can't have more units unless you have more iron. I had thesame problem with oil and battleships


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  • Closed Accounts Posts: 9,438 ✭✭✭TwoShedsJackson


    Some of the diplomacy AI is a bit mental, a few times now I've had a leader come to me and offer Open Borders in exchange for Open Borders; when I click accept I get a 'this offer will NEVER do!!' message.

    So if it won't work why did you offer it you twat? :)


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