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Civilization V Civilization V

10-19-2010 , 01:27 PM
You have to abuse terrain and the ******ed AI to win. You just can't afford to lose the hammers dying units represent.
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10-19-2010 , 02:28 PM
There was absolutely no way in hell for me to fend off an army larger and more advanced than mine without losing units in that game. The best I could do was surround my cities, which were all covered with forest, with melee units and put archers on the few hill tiles I had. Montezuma had cities on all of my borders.

I just started another deity game in which I actually got a decent start. The peninsula I was on had quite a bit of gold, so GWash early on decided to send a settler right next to my cities to steal some of my gold. Every time I've seen this happen it's only a short matter of time before the encroaching AI declares war, so I preemptively declared war and captured his settler to avoid having a hostile city so close to me and to protect my gold monopoly. I was able to set up defenses in the mountain ranges to the north and easily take out all of his advancing units. Despite his absolute failure at waging war against me, he refuses to make peace and continues to send me ever more ridiculous peace offerings, asking for more cities and more booty each time. So clearly success on deity is heavily dependent on starting location, proximity to AI and terrain.

Quote:
Originally Posted by grizy
You have to abuse terrain and the ******ed AI to win. You just can't afford to lose the hammers dying units represent.
No ****.
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10-19-2010 , 03:00 PM
Quote:
Originally Posted by AKSpartan
There was absolutely no way in hell for me to fend off an army larger and more advanced than mine without losing units in that game. The best I could do was surround my cities, which were all covered with forest, with melee units and put archers on the few hill tiles I had. Montezuma had cities on all of my borders.
You're meant to stop him getting that many cities. If he doesn't start near you, build your 2nd city next to him.
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10-19-2010 , 06:32 PM
You need to be at war with somebody as soon as you get something like 2 warriors and an archer (a scout with ruins weapons upgrade is ideal.) If you can't capture 2 or 3 cities early you'll never catch up in terms of production and research.

If your starting position sucks with no terrain for you to exploit or no close neighbor for you to conquer, then you're just SoL.

Last edited by grizy; 10-19-2010 at 06:37 PM.
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10-19-2010 , 07:10 PM
What a cluster f%^k.

Where do I "store" my troops? I have crap all over the place.
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10-19-2010 , 08:44 PM
What do you mean store them?

You really shouldn't have too many units. The way the game is setup you should really only have a couple elite units with loads of exp.
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10-19-2010 , 09:14 PM
Why is expansion through conquest better than expansion through settlers? Either way I'm expanding to my happiness limit as quickly as possible. I understand the importance of buffer cities against very aggressive AI, but what's the edge?
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10-19-2010 , 10:03 PM
Settlers cost hammers.

Conquest costs you nothing... and actually levels your units. More importantly, conquest gets you great generals that's good for golden ages you really need to keep pace with the AI.

As the game is constructed right now, there is no penalty to waging war at all. The AI isn't even that aggressive in destroying improvements (not to mention they are fast/easy to repair now) so as long as you don't lose units, there is no reason to not be at a constant state of war.

I am actually pretty convinced, especially at higher difficulty levels, if you're ever at peace, you're doing something wrong. Even if you got nobody to fight, camp a city state and let your infantry units soak in 4 exp (with honor policy) per turn and your ranged units 6exp a turn for doing 1 dmg a turn to the city.
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10-20-2010 , 05:19 PM
After playing this nothing beats Civ 4 with 50 nations on Earth map that was soooo sweeet good times might actually start to play civ 4 again lol
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10-21-2010 , 01:08 PM
How can I tell as I play the game the "score" of the time victory? Does C5 not have this? TY
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10-21-2010 , 02:32 PM
expand the diplomatic info window.. it drops down from near the upper left.
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10-22-2010 , 01:33 PM
first major patch is out today

http://forums.civfanatics.com/showthread.php?t=393480

Changes:

Quote:
UI
Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
Aircraft banner corrections - now when you rebase an aircraft, the number will move with it.
Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
Selecting a great general will no longer cause yield icons to appear.
dded option to disable auto-unit cycling.
Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the "open" side, and not be able to scroll the map in that direction.
Misc additional fixes to mouse controls, and other interface issues.
Rounded out financial information in the Economic Overview screen.
Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
Auto-populate save menu with save file name
Allow selection of other cities by hex from within the city screen
Added detailed trade route info to Economic Overview screen
Added new tab to the Economic Overview Screen: "Resources & Happiness."
Added option to activate the mp score list in single player (for "always up" score similar to Civ IV.)
The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
Added Yield & Culture tool-tip info to the production popup.
Tweak information on the Global Politics tab in the Diplomacy Overview screen.


MODDING
Category list now displays correctly
"Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.

GAMEPLAY
Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot).
Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
Economy - Increased city wealth setting to 25%
Economy - Multiple fixes to the way trade-routes are tabulated and recognized.
Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply.
City States - Fixed a bug where you could not gift aircraft to city states.
Military - Medic promotion now only provides healing bonus for adjacent units.
Military - Fix for Minuteman movement.
Military - Correct promotions for "archer-like" units (horse archers, chariots).
Military - Embarked units will no longer slow enemy land units
Military - Improved unit cycling logic. Camera will jump around much less.
Balance - Engineers +1 hammer
Balance - Disbanding units now provides only 10% of their production cost in gold.
Request - Enable "one more turn" button if you lose, but are still alive.


AI
Military - Better handling of unit need (navy vs land, etc.).
Military - AI will tend to build ships to deal with blockaded cities more often
Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
Diplomacy - Fix for never ending deals (peace, research agreements, etc).
City - City specialization and city focus improvements.
City - Cities that are Avoiding Growth will not grow while that option is selected
Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements
Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
City - Make sure Puppets don't construct buildings that require Resources.
City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
Military - Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.


MULTIPLAYER
Exploit - Fix for gifting unit exploit
Chat - Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
Deals - Additional deal validation put in place to verify deals before they are committed


MISC
Research treaties that end because you declare war will no longer grant the free tech
Save/Load - Fix for corrupted saves being experienced by some players in late-game.
Map - Huge map crash-during-load fix that were reported on some specific systems.
Map - Terrain caching fix that could cause problems for certain video cards (the "glowing red orbs" seen on the map are an indicator of this).
Map - Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
Strategic View - Crash fix for units rendering in background.
Strategic View - Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
Eyefinity - Better handling of leader scenes when using Eyefinity displays.
Tutorials - Many tutorial tweaks and adjustments.
Multiple crash fixes.
Taller than wide map crash fix.
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10-22-2010 , 03:58 PM
Quote:
Originally Posted by grizy
Settlers cost hammers.

Conquest costs you nothing... and actually levels your units. More importantly, conquest gets you great generals that's good for golden ages you really need to keep pace with the AI.

As the game is constructed right now, there is no penalty to waging war at all. The AI isn't even that aggressive in destroying improvements (not to mention they are fast/easy to repair now) so as long as you don't lose units, there is no reason to not be at a constant state of war.

I am actually pretty convinced, especially at higher difficulty levels, if you're ever at peace, you're doing something wrong. Even if you got nobody to fight, camp a city state and let your infantry units soak in 4 exp (with honor policy) per turn and your ranged units 6exp a turn for doing 1 dmg a turn to the city.
You get absolutely owned on happiness by conquest via war. If you're not taking over a city that gives you 2+ luxury items you didn't have before, you're going to be in a huge happiness deficit very very quickly and there's not a lot you can do to speed up the building of a courthouse. Obviously you can build circus' and colloseum's etc via money, but you definitely need to make sure you have the funds to do this pre-conquest.

The only way I've been able to balance this successfully is by barb-hunting with the 3x bonus... it really really helps and basically puts you in God mode if you do it correctly.
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10-22-2010 , 07:09 PM
It's been a few weeks since I've last played, but I think leaving a city as a puppet state does not ding your happiness/culture.
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10-23-2010 , 07:29 AM
Quote:
Originally Posted by MasterLJ
You get absolutely owned on happiness by conquest via war. If you're not taking over a city that gives you 2+ luxury items you didn't have before, you're going to be in a huge happiness deficit very very quickly and there's not a lot you can do to speed up the building of a courthouse. Obviously you can build circus' and colloseum's etc via money, but you definitely need to make sure you have the funds to do this pre-conquest.

The only way I've been able to balance this successfully is by barb-hunting with the 3x bonus... it really really helps and basically puts you in God mode if you do it correctly.
If you're playing on deity you'll already have a good handle on how to avoid happiness problems.
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10-23-2010 , 10:10 AM
Quote:
Originally Posted by Sciolist
If you're playing on deity you'll already have a good handle on how to avoid happiness problems.
It's called resetting the map until you get a good starting position.

My favorite starting positions have hill tiles on rivers... with gold/silver deposits.
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10-23-2010 , 02:36 PM
Quote:
Originally Posted by XxGodJrxX
It's been a few weeks since I've last played, but I think leaving a city as a puppet state does not ding your happiness/culture.
It does, just not as bad.
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10-24-2010 , 01:30 AM
Quote:
Originally Posted by grizy
It's called resetting the map until you get a good starting position.
I've always considered this cheating but to each their own I guess.
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10-24-2010 , 03:07 AM
Well, then it's lottery time. Without good starting position you just won't beat deity, ever.

Maybe if you were put on your own little island and went for some kind of build victory (AI is absolutely ******ed) but that kind of falls under good starting position too I think.
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10-24-2010 , 05:12 AM
I dunno, I think I can get away with a start anywhere on pangea and beat deity now, at least on a duel map. Horses are important, but you almost always get them from city states at the very least.

Last edited by Sciolist; 10-24-2010 at 05:27 AM.
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10-24-2010 , 07:32 AM
Quote:
Originally Posted by stevepa
he has a whole bunch of game reports for other games too. I read a bunch of his Master of Orion games (the game reports are surprisingly addictive) which brought back memories and caused me to waste a bunch of hours downloading and playing a couple games.
I've randomly been reading some Civ IV game reports on his site, starting with this one, a multiplayer team democracy game (each turn lasts 1-2 days, each civ is run by a group of ppl that post on a private forum, extensive diplomatic relationships with other human teams, cool stuff), and they're really interesting and exciting to read about. Do recommend!
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10-24-2010 , 12:06 PM
Quote:
Originally Posted by grizy
It's called resetting the map until you get a good starting position.

My favorite starting positions have hill tiles on rivers... with gold/silver deposits.
I love hill tiles on rivers as well. They make great plots with farms.
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10-24-2010 , 03:20 PM
Quote:
Originally Posted by grizy
Well, then it's lottery time. Without good starting position you just won't beat deity, ever.

Maybe if you were put on your own little island and went for some kind of build victory (AI is absolutely ******ed) but that kind of falls under good starting position too I think.
That isn't true.
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10-24-2010 , 04:07 PM
Quote:
Originally Posted by goofyballer
I've randomly been reading some Civ IV game reports on his site, starting with this one, a multiplayer team democracy game (each turn lasts 1-2 days, each civ is run by a group of ppl that post on a private forum, extensive diplomatic relationships with other human teams, cool stuff), and they're really interesting and exciting to read about. Do recommend!
Holy christ this is a long read. Very entertaining though. The skill of the Realms Beyond team is insane. Very, very good micro skills.
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10-25-2010 , 05:26 AM
How beatable is deity in a max AI civs massive map scenario?

I never could pull it off on Civ4.
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