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Civilization Weekend!; Not actually a weekend, but I like "Weekend" at the end of it.
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Topic Started: Aug 12 2014, 08:52 PM (2,982 Views)
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Romanticide
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Dec 3 2014, 05:15 AM
Post #91
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I'd say yes lol. If you didn't compromise infrastructure to get all those Wonders, you're not hurting yourself by getting them. It's pretty rare to have a game SO great that you can build all you need, plus get a lot of Wonders.
Anyway, continuing the Morocco game.
I've never really given thought to what I consider "the mid game", but if I were pressed, I would say the mid-game starts at the National College and lasts until the Modern Era. Once you hit the Modern Era, you get an ideology. It seems like a decent cut-off point for the mid-game.
With that in mind, this part of the guide will last from T113 (where we finished the NC) until whenever we reach the Modern Era.
Things we need to do for success here: -Reach Education, build Universities ASAP. -Head for Astronomy, build a Caravel and get exploring. -OPEN RATIONALISM. -Get our spy to level 3, leave it in the capital until the Industrial Era to protect our lead. -Research Chivalry and build Kasbahs everywhere we can. Won't build them on Flood Plains tiles though; Farms are too good on those. -Build Workshops everywhere so we can put Ironworks in our least productive city and get it up to snuff. -Build the Writer's/Artist's Guilds in Marrakech. -Get Printing Press, build the Leaning Tower of Pisa if possible. If all goes well, we should lead the World Congress on Emperor. (and Immortal. Deity? Not in this particular game.) -Get Acoustics and build the Sistine Chapel if possible. -Research Banking and build the Forbidden Palace. -Build Oxford and use it to pop Scientific Method the turn after we research Economics. (There are alternative uses for Oxford, more later.) -Research Industrialization, pray to RNGesus for at least 3 Coal for Factories. -Build the vital infrastructure of this era in every city: Public Schools and Factories. Hospitals are in this era but off the beeline to Plastics. -If we get an Ideology, start taking tenets in it. Thinking Freedom atm: I can use Faith to get a lot of Great Scientists and I can use Morocco's economic edge to outright buy many of the spaceship parts. -Enter the Modern Era via Radio or Replaceable Parts. -In general, build more trade routes and keep growing, growing, growing.
Bonus goals: -Build Notre Dame. The +10 Happiness is HUGE, but the AI loves this Wonder. -Most any other unmentioned Wonder that isn't ass (read: not Angkor Wat) is a bonus, really.
I feel like I should have written down build orders for each city too. That would have been helpful, even if I only posted them in the last post along with some explanations as to what I did. As it is, the best I can do is probably write about buildings you should build in each city, situational buildings, and buildings to avoid.
Anyway...
Guide, Part 2 T114. Building my Writer's Guild in Marrakech. I could use the Writers, if only for the Culture. Marrakech is also the only city with the population to run two Writing specialists. I build all Guilds in the capital because it can spare the specialists, so I'll build the Artist's and Musicians Guilds at some point. I use the Artists for Golden Ages in non-Culture games. I don't really need Great Works to protect myself from ideological pressure, so I won't generate any. If you have problems with ideological pressure, you'd be well-advised to use at least some on Great Works instead. T115, we Medieval Era nao. You should almost always enter the Medieval Era with Civil Service, though I suppose you could enter via Metal Casting if playing a Domination game. Not that I would do this, but it's available I guess. Finished Theology T121. I'd love to build more religious Wonders in my games to help spread my Religion moar, but the opportunity cost of building them is just too damn high. That and the AI loves religion for whatever dumb reason. Renewed the deal with Askia for his Gems on T123 if only to keep my Happiness up somewhat. He offered Friendship after this so I took it. No reason not to, IMO. If someone betrays you, the world doesn't like them very much. If they don't, you have a friendly source of cash. Researched Education T129. I decided to let the Amphitheaters in Rabat and Casablanca be finished before moving on to Universities; they only had 2-3 turns until completion and I could use the Culture. Marrakech is building The Oracle because it'll take seven turns. I'll use that to open Commerce and push the economic edge of Morocco a bit more. Fes started its Uni. Heading for Astronomy now. (Sailing/Optics/Compass/Astronomy) Finished the Oracle T131 and also got a normal Social Policy. One of my favorite gambits before the Renaissance is to open two of Patronage/Aesthetic/Commerce. Commerce's +25% Gold in the capital is pretty powerful, especially in Tradition games, and Big Ben isn't a shabby Wonder either. Aesthetics' +25% Great Writer/Artist/Musician generation rate is pretty good too. The Uffizi is a great Wonder for a Culture game but we aren't playing a Culture game. The Forbidden Palace helps with Unhappiness but you build it for the two early reps in the World Congress so you can push your agenda more easily. In this case I want to push Sciences Funding. I'm taking Patronage/Commerce here. Aesthetics' opener is good and all, but I could use the FP to push through a HATED resolution and the Commerce opener/Big Ben to make more money. Got my first Uni T136, in Marrakech. The University is the most important building in the game. Why? It gives you two Scientist specialists, as opposed to one from the later Science buildings. Because it comes earlier and has that extra slot, it has more of an impact on your game, though you'll need them all to win. I generally drop everything to build all Science buildings, unless it's troops and I'm at war. As for when you should assign specialists, the rule of thumb is when a city's population is above 10 and the city will have >10 Food. Generally easy to do in Tradition games. Every city is able to build a Garden, so they're doing that after Unis. http://cloud-4.steampowered.com/ugc/535129935385690375/06DFFCAF318CC0C126B82061B249706F973668BA/T140, just because really. You can see my cities are growing fairly fast (11/7/5/6 on T113, now 17/9/10/8) and more tiles are being improved. This is as it should be. You could min-max and improve the tiles you know you'll work, but that is a level of skill I haven't reached and might not reach. T145, Renaissance Era. I took Rationalism on the first turn of the era, which is a decent boon. It won't make games for you but it surely helps to get it as early as possible. I'm now beelining Printing Press. (Bronze Working/Engineering/Iron Working/Metal Casting/Guilds/Chivalry/Machinery/Physics/Printing Press) Met Isabella T147. She's chilling out south of Gao. No new luxes, which would have been really nice at this juncture of the game. I'm building Circus Maximus but my cities are growing so fast that it won't be anything other than a stopgap. Notre Dame went on T149 to someone I haven't met yet. Fuck that asshole. I know it's a high priority Wonder for the AI, but I really could have used it. I'll prolly settle for the Taj Mahal. Oh, nvm, Isabella proves she's a true bro by trading me Silk for Gold. The Askia deal is still total bullshit but I need it to keep my civ afloat. Happiness is generally somewhat of an issue until Universal Suffrage, then you laugh in its face. T162, not really a lot to say. Just progressing towards Printing Press and built my Workshops. Every city has them, so I decided Casablanca needs the Ironworks most. Its production is pretty abysmal, which I figured it would be. Took the OP policy Secularism T165. gg no re, 2ez, #rekt, etc, etc. But seriously: Secularism is OP. My BPT was ~190 the previous turn and now it's ~240. That's like a 25% increase in Science just for taking one policy/assigning as many specialists as I could, which is fucking awesome. And it only gets more powerful as the game continues; there are more buildings with specialist slots! But yeah, this policy is the real reason you take Rationalism. Met India after the turn was over. There are only two civs left to find... *drum roll* Met Denmark T171. One left. Met Mongolia T175. I should be the leader of the World Congress. Mah boi Genghis had Ivory for me, which I bought for 9 GPT. Selling off my 12 Iron now that there seem to be potential buyers. If you don't need a strategic, sell it for 2 GPT per copy. It's tedious but you make more money, and more money does add up over a game. http://cloud-4.steampowered.com/ugc/535129935386924821/2A2BCEA3B42D500FA5C5A1EC9F42E11551E4F085/We want to push through a Science agenda but the AI HATES Sciences Funding. More specifically, Austria, Songhai, the Celts, and India will be angry with us for proposing this. This means our spy is going to go to Spain, Mongolia, and Denmark in some order. I figure that by the time the World Congress meets, I'll have the votes to push this through. I had Mongolia declare a war on Spain for 10 GPT and 2 Iron. It will hopefully ensure they're hated, which would be a nice way to get on everyone's good side with ease. The basic idea here is to see which way the wind blows and then join that side. If 2-3 civs denounce Mongolia, well, I'm getting in on that action too. It'd be nice if the civ you made a deal with hated you for this trolltastic action. Some negative diplo modifier like "You paid us to declare a war, then denounced us for it!" would work idk. Of course, I hedge my bets. I had Denmark declare war on India for 13 GPT as well. Got the Leaning Tower of Pisa T177. I always make the free Great Person a Great Engineer. It's by far the best free Great Person under those circumstances. I guess you could take a free Scientist if you needed a key technology, but I'd rather have the Engineer 99 times out of 100. Burnt it on the Sistine Chapel, which is IMO the best Wonder to have that Great Person build. Basically, you just got +25% Great Person generation and +25% Culture in ALL CITIES in two turns. That's pretty fucking OP. Lost the Forbidden Palace to Maria Theresa. I don't need it to win the game but it certainly helps, mostly with pushing through that early Sciences Funding vote. The reduced Unhappiness is good too. Maybe I should have rushed the Forbidden Palace instead but there was no way to know other than sending my spy there, which was not the optimal use of my spy. That or guessing, since she is in the Renaissance, is working on the Patronage tree, and is fucking Maria Theresa. I got overconfident that I'd get all the Wonders I set out to build, I guess. T187. Genghis wanted 5 GPT to vote yes. I can afford that. I built Oxford and made my free tech Scientific Method. There are other things you can do with Oxford, but I find the two best are building it and taking Scientific Method with your free tech (so you can build/buy Public Schools), or building it and taking Radio/Replaceable Parts (so you can get into the Modern Era and get your Ideology). I'm a fan of building it earlier; I feel like it would have a bigger impact. Earlier Public Schools = earlier techs = earlier Modern Era = earlier Ideology (assuming no Coal obv). After this point, all Great Scientists should be saved for techs you need to get spaceship parts. Alternatively, you can save them for 8 turns after Research Labs, but I prefer using them on the extremely expensive spaceship techs. Idk I might be doing it wrong here. Also, the new spy you get when you start the Industrial should be left in your capital (if you have a tech lead) or out stealing (if you don't). You want them to reach level 3 as well. T193. My impulse is normally to take money for Open Borders, but Boudicca is an immediate neighbor and she's Missionary/Prophet spamming me. I'd rather let those fuckers die. Harald also wanted 5 GPT to join #TeamScience, so I gave it to him. Also, finished Industrialization and found Coal to the west of Casablanca. Great turn. The next beeline is Plastics for the final Science building, Research Labs. I think I'll go Electricity/Steel/Gunpowder/Metallurgy/Rifling/Steam Power/Replacement Parts/Radio/Plastics. This line ensures I can build the Statue of Liberty ASAP, which is one of the most OP Wonders in the game. http://cloud-2.steampowered.com/ugc/535129935388073045/F81FE836F155490822615EDC6F524E8B289F9579/T200 check-in I suppose. I just discovered 16 Aluminum in my land, 8 outside of Casablanca and 8 outside of Rabat, which is awesome. I only need three to win the game, because I'll only ever build three spaceship parts at once. The surplus is nice in case I want to build Hydro Plants, sell it, use it for my troops, or some combination thereof. You'll also notice the fort-like buildings, which are Morocco's Kasbah improvements. Marrakech will be working more of these babies as it grows, which it continues to do. My satellites are small but they'll start growing pretty quickly once I get Civil Society from Freedom. Also, Isabella wanted 5 GPT and Open Borders to support the greatest resolution ever. I can only lose if everyone uses every vote they have against me... Which they might do. T207. SCIENCES FUNDING PASSES WO PRATY. World's Fair passed too but I don't really care. If this were a Culture game I'd drop everything to do it, but it's not and I need infrastructure more. Also took Free Thought, which is as far as I want to go in Rationalism until I get my level 3 tenet in Freedom. From here on out I should be able to start taking tenets in Freedom. T217 Freedom. Not bad. I always make my free Freedom tenets Avant Garde (+25% Great Person generation, which is like a free Leaning Tower) and Civil Society (specialists eat half the normal amount of food). This is going to be a specialist-based economy, so yeah. T219 UNIVERSAL SUFFRAGE. This is the policy that generally saves you from Unhappiness. It reduces Unhappiness from Specialists by half and Golden Ages are 50% longer. The longer Golden Ages are nice but what really matters here is the reduced Unhappiness. http://cloud-4.steampowered.com/ugc/535129935389343427/0A985DFB4722222B7115909D5DCCBF917FC1C6AE/T225 Replacement Parts, and thus Modern Era. Well, that's the end of that. I guess it's time to check in and see what we succeeded in doing. It's pretty obvious that we succeeded at researching techs and producing buildings, which comprised most of the goals for this part of the game. Everything came a bit later than it normally does, but that's what happens when the early game isn't on point for whatever reason. So yeah, no need to discuss that stuff. -You can't beat getting Rationalism on the first turn of the Renaissance. I wasn't even playing as Poland or cooking my Culture generation to get that. Not dipping into Unhappiness helped ensure that opener was as powerful as it could be. -RNGesus cooperated and got our spy to level 3, which usually happens. It might not happen if you fly through an era too quickly, though. -Got the Leaning Tower of Pisa and the Sistine Chapel. These are the most important Wonders in the game IMO; you just can't beat their bonuses and they come early enough to matter, unlike something like the Cristo Redentor. If that came in Industrial it'd be a T10 Wonder and in Renaissance it'd be T5. It just doesn't have enough time to shine. -Built Big Ben, not that there was any competition for this. I'm not sure anyone else is *at* Industrialization yet. Maybe Maria but nobody else. -Our cities went from 11/7/5/6 to 29/16/14/16 in the space of 112 turns. This kind of mid-game growth/building the base, more than pretty much anything, is why civs pull ahead. The earlier you get cities up, the earlier you can focus on growing them and making them stupid big/building the essentials, which makes everything easier. Failed at getting Notre Dame (predictable though) and Forbidden Palace, which both would have given our civ a big boost. Didn't even get Taj Mahal because I was too busy building things like Factories. Some other small mistakes include not assigning specialists to the Artist's Guild ASAP and not building the Musician's Guild quickly, but those things are minor. The biggest mistake was not putting in 350 hammers to get the free policy from World's Fair. Not gamebreaking but it's something so obvious that I'm kicking myself. Tech order: Civil Service, Theology, Education, Sailing, Optics, Compass, Astronomy, Bronze Working, Engineering, Iron Working, Metal Casting, Chivalry, Machinery, Physics, Printing Press, Acoustics, Banking, Architecture, Economics, Scientific Theory, Industrialization, Electricity, Steel, Gunpowder, Metallurgy, Rifling, Steam Power, Replacement Parts NEXT: The late game. To be honest, if you play well enough, games are won by the Modern Era and the rest is waiting until it happens. When everyone else gets Ideologies, they're too busy infighting to really deal with you. Of course, you should stoke the fires by making deals to get them to declare war. This one is in the bag, but I'll see what I can write up anyway.
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Romanticide
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Dec 3 2014, 10:27 AM
Post #92
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Finished it. With that in mind, I'll post the last couple of things I have to post.
As you might guess, the endgame lasts from the start of the Modern Era until... Well, it ends. That's self-explanatory.
There isn't much left to do here, really, but let's make a list anyway.
-Coup as many city-states as possible. -Build the Statue of Liberty. -Reach Plastics, build Research Labs. -Head for Biology, build Hospitals. -Research Railroads, connect cities to the capital. -Research Rocketry, build the Apollo Project -Research the techs we need to build spaceship parts: Satellites, Advanced Ballistics, Particle Physics, Nanotechnology. -Build needed infrastructure/maybe a defensive military, I guess.
Well, this list is pretty simple. A lot of the difficulty IMO is in learning to survive the early game/building your shit up in the mid-game. The endgame, by comparison, is a lot easier. Let's get on with it though.
Guide, the Finale I figure now is as good a time as any to explain my strategy for city-states. I let my first spy level up to level 3 so he has an easier time with coups. Coups are how we get city-state allies, because you'll notice I have put zero effort into getting CS allies. Why would I? Many of the quests can be finished naturally if you're playing well, especially the Science and maybe Culture quests. The AI tends to out-Faith a human, but the AI also dedicates itself fully to that task, to its detriment. There's no reason to spend 1000 Faith on a Great Person to fulfill a city-state quest; that's ridiculous. Just let the Great Person be born naturally. Quests like clearing out Barbarians imply building a military and sending it to clear out Barbs, but I only build a small, defensive one at most unless playing Domination. The only way it might be worth doing a city-state quest is if you can spare a trade route or if you can somehow spare 1k Gold to take advantage of more effective gifting. So yeah. I choose coups. http://cloud-4.steampowered.com/ugc/535130658871639654/A95DE18ED46F36B6DDC4A19C853318E78DA24644/You'll notice that I have a spy in Belgrade. He's been there for some time, rigging elections and stuff. Now we coup. The best time to do so is when your spy has a 75%+ chance to succeed. You don't want to lose spies you've been putting time into training. So let's hit the button... He succeeded! Yay! I'd love to send Tariq out so I can coup more, but I want him to gain another level first. Until he does, he'll be chilling in Marrakech, waiting for someone to suck at life and get caught. When that happens, Hayyuj will move to Marrakech and take his place so he can level up. So how do I pick which city-states to coup? Well, it depends. I picked Belgrade because it's the only Militaristic city-state on the map. I don't want to build troops; I want to build infrastructure. Having a Militaristic ally ensures I don't have to do that. Looking at the other city-states available, Zanzibar is probably the best target atm. They have 16 Aluminum, which I don't particularly *need*, but I can sell most of mine and still have plenty. They also have Porcelain, Pearls, and Wine. Damn. But yeah, I tend to look for Militaristic CS first, then CS with something I want/need, then Maritime CS for the food, and the rest don't matter much to me. I guess I'd go Mercantile > Cultured > Religious. There's a World Congress leader vote. I have 4 votes, but Maria Theresa has 8 and Gandhi has 5. I am the kingmaker. I have no real preference because neither is a friend, but given Gandhi's predilection for nukes (sup Civ I bug), I think I'll pick him so I get the positive diplo modifier. If you can't become/remain the leader, you need to determine who's going to win no matter what or who you want to win, whichever is relevant. You then vote for that civ. Voting for yourself when you can't win is dumb. Got the Statue of Liberty T229 from a clutch Great Engineer. What this Wonder does is it gives us +1 Production per Specialist. So, I'm getting +2 Science/+1 Production from EVERY Specialist, on top of their normal bonuses. The free social policy is the icing on top of the cake. I put that into Capitalism; I can always use more Happiness and it gets me closer to Space Procurements. T230 brought me another social policy, so I took Volunteer Army for the 6 free units. Next policy will be Space Procurements and then I'll go back to Rationalism for at least one policy. T233, I didn't realize the World's Fair project was still going. It's 97% complete at this point, which means no free policy for me. Still a dumb mistake. I could have diverted some resources into it, too. 350 hammers for a free social policy is a no-brainer trade. It's basically ~4 turns of your civ's production capabilities for a free policy. I'd even drop Public Schools for this. T235, denounced Mongolia to show solidarity with my new friends in India and Austria, who had already denounced them. Of course, Genghis is being an idiot and declaring war on city-states as he usually does. I wish he had a better UA, but the Keshiks are absurd units, so maybe he doesn't need it. The whole idea of denouncing a hated leader is to get a positive diplo modifier. In the early game, this can lead to Declarations of Friendship, which really helps you avoid wars on the highest difficulties. Also had Askia declare war on Isabella for 33 Gold, 5 GPT, and 5 Aluminum. Some men just want to watch the world burn. The practical upside is wars distract other civs from building up their own shit. T241, mah boi Tariq finally got promoted to Special Agent. Sent him out to Riga; more Food is always good and they have Spices. There aren't many city-states to try and coup because Genghis is being an asshole. T242 Plastics. I don't see any use in buying a Lab; every city can finish them in <10 turns. 1150 gold for ten turns of hammers doesn't strike me as the best tradeoff. At least I can upgrade my 6 free French Foreign Legion dudes to Infantry instead. T243, built the Porcelain Tower for the free Great Scientist. The AI doesn't really prioritize Rationalism, not that it needs to with all of its bonuses. T246 Space Procurements time2... notball shit. There were probably more beneficial things to take, but I have it for when I need it. I can now focus on other policies. http://cloud-4.steampowered.com/ugc/535130658872661060/31CEF361DCF0DF47732225F3C90575814B89300B/I suppose T251 is as good a time as any to check in on ye olde empire and see how it's looking. We've gone from 29/16/14/16 to 33/18/16/19 in the last 25 turns. Not bad. Still need to keep on growing, because we need more Science. 840 BPT is nice but that ain't going to cut it. I hope to reach over 1000 BPT by the time I start researching techs for the ship. Other than that, just continuing to improve my shit and such. Idk. *shrug* Also just got Biology, which is nice. My satellites could really use the Hospitals to boost their Food. Took Sovereignty T261. Gave me a pretty big boost of GPT: I went from <60 to 94 GPT. Yay modifiers! I honestly don't know where to go from here with my policies. I can't think of much that I *need*. If Wagon Trains applies to internal routes that might not be so bad, but at some point I'll probably switch to eight external sea routes from Rabat so I can rake in money for spaceship parts. Guess I could fill in some more Freedom stuff. I could finish Rationalism if it'll get me a key tech like Rocketry or Satellites, idk. Eiffel Tower T262 holla. I don't really need the Tourism aspect of it, but it helps protect somewhat from Ideological pressure. That isn't coming yet but it will. The +5 Happiness is pretty coo', though by this point I can't say I need it. Got another Great Engineer so I guess I'll build myself the Cristo Redentor. I wouldn't have built it if I weren't getting it for free. Got Railroad T266. The next target is Rocketry so we can finally start our wincon, which is launching the spaceship. Every tech on the way there is useless to us but whatever. I *guess* the Airport could be useful if we were to declare a war but we won't. Took Covert Action in Freedom, not that I think it matters. Rigging elections with my level 3 spies is usually successful. *shrug* Maria Theresa took Autocracy T271. Lost 9 Happiness due to the ideological pressure, but it's not a big deal. If I somehow reach Exotic from my fierce 2.4% influence over her, it'll be cancelled out. You've noticed that the first three civs to take an ideology all take different one. Why? Obviously for the free tenets. That strikes me as dumb because they might need the tenets from an ideology one of the AIs already took but it's how the AI thinks. Boudicca is the only other AI that's even reached Exotic over us, so I think we're good unless they reach Popular (their Tourism > 50% of my Culture) or something, I'll be alright. T278, took New Deal. I normally don't have enough landmarks/Great Person improvements to use it, but RNGesus blessed me with 3 good landmark sites, so I took them. http://cloud-4.steampowered.com/ugc/535130658873740394/5D8157279D6C3585C090836CC1B89D923020A4C1/Not sure if this was the first turn above 1K BPT but yeah, just noticed it. Thinking I'll give it another cycle or two of trade routes, then make them all external. At some point, you have to stop growing and worry about buying the spaceship parts. Also noticed I'm going to get a clutch social policy, which I'll use to finish Rationalism, get Rocketry, start the Apollo Project, and then pop a GS to reach Satellites. Thinking this will be a ~T350 win. I could be wrong, who knows. T288, made Maria Theresa the World Congress leader this time. I just wanted the diplo modifier with her, not that I really need it since we're already friends. Also the clutch policy didn't come through for whatever reason. I'll get it next turn tho. T292 Satellites party hard. Using one of my *three* Great Engineers to rush the Hubble Space Telescope in Marrakech. I could build it anywhere but I have more Culture bonuses there, so that's where it goes. The two free GS will be very nice, too. The Celts adopted Order T294. I wish the AI weren't so pre-disposed to take Order. While it's a good ideology (they all are), it's not the only one in the damn game. India also adopted Order on T296. Blargh. Took Creative Expression T298, idfk. It's not like I *need* anything. I guess the +1 Culture from Great Works is *something*. Woo Atomic Theory on T306. Only found 2 Uranium in my land though, which is kind of a bummer. Denmark, to nobody's surprise, took Autocracy T306. I'd be more worried if they were anywhere near me but they aren't. Starting to use my Great Scientists since, well, I have more of them (11, thank you based faith) than techs left to research (10). One per tech the rest of the way should be enough to finish this game off ~T330, if not sooner. Went from Atomic Theory on T306 to Nanotechnology on T315. To put it another way, I researched 12 of the 32 techs on the below tech list. I used 12 or so Great Scientists, I believe. I don't think I've ever had that many to use at this stage of the game. This is what I save them for, to fly through the stupid expensive techs at the end of the game. I also bought every single spaceship part. How? Well, making >300 GPT and >400 GPT towards the end really helps with that. I also started selling off buildings in the last few turns. Once you reach Nanotechnology, sell your Research Labs. They're 125 Gold. Nuclear and Solar Labs are 125 Gold, though don't sell these off in a city producing anything important. Medical Labs also sell for 125. Hydro Plants sell for 90. Public Schools sell for 75. Also, good military units will sell for >75. I sold off Infantry for 93 Gold apiece. The idea behind selling your shit is you don't need it any longer. You need all the money you can get for spaceship parts. I've never had a game in which I didn't have to build a single part. I bought them all six at 2590 Gold each, or 15540 for the whole set. Damn. Anyway, this game is *over*. T318, final screenies. http://cloud-4.steampowered.com/ugc/535130658875383770/1E69913AA0C7AF4E2282F6EBFDB9A88DD7BBE48A/http://cloud-4.steampowered.com/ugc/535130658875397639/E2D6A83351CB735AA18CA59B29DA8A00AACFA6C7/Some of my descriptions kinda fell off because, well, there wasn't much to say. I left out a few minor things in the end that didn't really matter, like some of the last policies and Tariq valiantly dying in an effort to coup Cape Town. I don't think I made any major mistakes in the endgame. Matter of fact, this might be one of my better endgames. So, so many Great Engineers and Scientists that it was unreal, insane cash flow, a huge capital, passable satellites, decent cash flow from switching my routes, etc, etc. LOL @ the "GO BEYOND EARTH" message. Tech order: Radio, Plastics, Navigation, Archaeology, Biology, Chemistry, Fertilizer, Military Science, Dynamite, Railroad, Flight, Electronics, Ballistics, Radar, Rocketry, Satellites, Refrigeration, Penicillin, Atomic Theory, Nuclear Fission, Advanced Ballistics, Ecology, Telecommunication, Mobile Tactics, Particle Physics, Combustion, Combined Arms, Computers, Robotics, Nanotechnology, Lasers, Nuclear Fusion
But that's not all!
Like I was saying, the thing I was missing in my game was the answer to "Ro, when do you build certain buildings? How do you decide?" Well, I feel there are certain buildings that are better/more necessary than others, which is what this list attempts to sort through. I've divided it into various categories, with those near the top being the most necessary and those at the bottom being less/not at all necessary. This is far from a binding list obviously; it's just how I think.
I'll mention some Unique Buildings but won't consider them separately. Most are better than their regular counterpart anyway.
Buildings Build these buildings ASAP:
-University The best building in the game. They come with two Scientist specialist slots at Education, which you'll be getting T110-120 if everything breaks right. The +33% Science is vital so you can research Medieval/Renaissance Era techs. The +2 Science per Jungle tile is very nice and can make a Jungle city a pretty good Science city. Brazil loves this bonus in conjunction with its Brazilwood Camps.
Basically they're the best because they have 2 specialist slots and come earlier than the other science buildings. Drop everything except for troops if you're at war for these.
-Public School/Research Lab/Observatory They come with one specialist slot, but you're building them for their Science bonuses. The Public School gives you +3 Science and +1 Science for every two citizens, which is further amplified by your University and possibly your Observatory. The Research Lab gives +4 Science and +50% Science on top of that. These buildings allow you to research the techs of the Industrial Era and beyond without your tech pace falling off.
If you have a good Science city by a mountain, you need to build an Observatory in it ASAP, doubly so if it's your capital. +50% Science for founding a city by a mountain is no joke, which is why I re-roll for a mountain capital in most Science games.
Like the University, drop everything except for troops if you're at war to build these.
-Monument (non-Tradition) The +2 Culture is extremely important early. Helps you get social policies and acquire new tiles, both of which are very important. Generally the first build in a new city for me.
-Granary New cities need food. The Granary will give them +2 Food and give +1 Food to every Wheat, Deer, and Bananas a city works, which is pretty huge for such a cheap building. This is usually my first or second build in satellites, depends on Library timing. The capital wants this pretty early too, but not before your Shrine or Monument.
-Stone Works If you have Stone within three tiles, the bonuses are too good to pass on this building. +1 Production, +1 Production on every Marble and Stone tile, and +1 Happiness is too legit. Your city can't be on plains, but that's the only drawback. This building can help stave off Unhappiness, which is the biggest reason I build it early.
-Water Mill +2 Food and +1 Production for founding a city by a river/lake is a nice bonus. If you founded by a river, you'll want this building for the early food and the extra hammer, but not before more vital things. The Aztec get Floating Gardens instead, which is OP and the reason they need to found by rivers/lakes.
-Garden +25% Great Person generation in a city by a river or a lake. That's a free Leaning Tower of Pisa, and that's IMO the best Wonder in the game. Enough said. I build these after Universities, because they'll be useless without Great People to generate.
-Aqueduct (non-Tradition) Tradition gives you four for free when you finish the tree, which is extremely powerful. But if you're playing Liberty or something? Nope. You can build these pretty early in a city's development because they're relatively cheap, and the 40% food being saved is a huge reason why Tradition is so powerful/doesn't need Engineering ASAP.
-Workshop You're building these for the production/so you can build an Ironworks in a city that needs to get up to snuff. I wouldn't move these ahead of a University ever, but I would consider moving these ahead of a Garden (or just outright buy them) if production is truly abysmal.
-Factory You build these to get your Ideology early and for the increased production. You'll need Coal, but if you have it... Yeah. I'd drop everything but Public Schools for these.
-Hospital +5 Food. That's pretty huge, especially for your satellites that don't have multiple food routes being sent to them. I wouldn't diverge from the Plastics beeline to get this, but I WOULD go straight from Plastics to Biology solely for this building. The Oil is a nice bonus. I'd drop everything but Public Schools (if you're still building them for some reason) and Factories to build this.
-Courthouse Necessary in annexed cities. If you've annexed a city, you should build this once production time reaches acceptable levels, which is usually after a Monument or some cheap building. If not, drop the 600 Gold and buy it - It's THAT important.
Build ASAP in your capital:
The idea here is that your capital is the only city that needs these buildings (or units) early.
-Scout I cannot over-emphasize the importance of scouting. Build two to open the game and get them out there unless on an island.
-Shrine One shrine will be enough to get you a Pantheon, even on Deity in most cases. Once you have a Faith-generating Pantheon, a religion isn't exactly guaranteed, but it's very likely. Build right after the Scouts.
-Monument If you're playing a Tradition game, your satellites will get free Monuments from Legalism. I used to wait, but the new patch requires Oligarchy before Legalism, and that's just too long to go without a Monument, especially if you got unlucky with Ruins. I build the Monument right after my Shrine.
Build when you can:
-Library I used to research Writing hella early, like as my second tech, and not as just Babylon. But it does no good then; your capital might have 4 citizens at best, so you spent ~12 turns researching a tech to spend 10 turns making a building that'll give you 2 BPT at best. Not the best use of early turns when you could be building Shrines/Granaries/Monuments/Settlers and researching things like Calendar/Masonry/maybe Sailing, all of which will be more helpful in the long run than an early Library.
Nowadays, I wait until I start on my last Settler and then research Writing/start the Library construction. It'll be of more use to you then.
-Amphitheater/Opera House/Museum/Broadcast Tower You need Culture so you can continue to pick up social policies at a reasonable pace. BNW nerfed their Culture gain pretty hard, but their Culture is still useful and they serve as places to store Great Works. In a Culture game, I'd actually build these ASAP, but not before any Science building.
-Shrine (satellites) A low hammer cost, 1 GPT maintenance, and +1 FPT ensure you can easily squeeze this into any build order.
-Trade Units It's really hard to squeeze them into your build order, but you need to do so ASAP so you can start sending food to your capital, and later on in the game, your satellites. Alternatively, in a Domination game, send them to city-states/civs nowhere near your current enemy so they don't get plundered.
-Nuclear Plant/Solar Plant Solar Plants don't require a resource, so if you have a city in or bordering desert, it's better than a Nuclear Plant. Both have the same effect (+5 Production/+15% Production), so that's the difference.
I'd build the Nuclear Plant if you can spare the Uranium/aren't near a desert. Building these across your empire might mean a few less nukes or Giant Death Robots, but you can probably spare it.
-Medical Lab 25% of Food is carried over when a city grows, which is pretty nice for your biggest cities, but the hardest part IMO is finding the time. There's a surprising amount of good stuff from the Modern Era on.
Build when you need:
-Market It's awfully convenient that by the time I generally need more money, I've researched Currency and can build Markets. It's part of why I go from Philosophy to Currency, because it's about the time I need money and it's required for Civil Service. But yeah, build these when you feel you need more GPT. The capital will get the most use out of it because of the +25% Gold perk, but you need it in your satellites if you intend to build the East India Company.
-Circus/Colosseum/Zoo/Stadium The general idea for Happiness buildings is you want to hold off on them as long as possible. There are so many other things you could be building instead, and building something that will only give you +2 Happiness puts those things off.
So, when to build? I prioritize these more than other buildings when my Happiness is 3 or less and I can't trade for a new luxury. Each satellite growing by 1 would bring you to 0 Happiness, which could happen in <10 turns, assuming they're growing well. You'll be building the Colosseum/Zoo at some point in most games, but even so, try and procrastinate them as long as possible.
-Bank/Stock Exchange See Market, except you don't get a cool National Wonder for building these. But yeah, if you need GPT in the mid-late-game or if there isn't a pressing need (like a Science, Food, Production, or Culture building), build these. More money is always legit.
Situational:
Many of these buildings don't get built in my games, but they're either good for a certain type of game or have notable yet niche uses.
-Airport/Hotel Airports do a lot for you. They add 50% of the Culture from Wonders/improvements to your city's total Tourism and Great Works generate 50% more Tourism, which is great in Culture games. For Domination games, you can use these to quickly send troops from one city with an Airport to another that also has an Airport. You won't always need Airports, but if you do they're great buildings.
Hotels do the same thing as Airports, except they can't transport troops to other cities with Airports.
-Lighthouse I tend to build this only if a city has a lot of water tiles it could be working. +1 Food to all of those and +1 Food/Production for every Fish tile is very awesome. For obvious reasons, this happens most on Archipelago maps, in which case it's a build when you can/build ASAP building.
-Hydro Plant Not worth building if you don't have a lot of tiles by a river. Personally I'd define this as 6+; it's not worth building a relatively expensive building that needs one Aluminum for +1 hammer on <5 tiles. But if you have plenty of river tiles, this is a very good building.
-Harbor If you intend to send external trade routes via sea or need to connect a city on another landmass to your capital, this is a necessary building.
-Mint/Stable/Forge I group these all together because they all need a certain improved resource within three tiles to even be built. If you have only one tile of that resource, I don't feel these buildings are worth it. If you have 2, sure, build them. 3+? These go from "situational" to "build ASAP", but that's pretty rare for non-capitals.
-Walls/Castle/Arsenal/Military Base Walls are actually the best defensive building; they give a city +50 HP as opposed to the +25 the other buildings do. The higher combat strength of the others is negligible IMO. Anyway, I'd build Walls in outlying cities if you feel another civ might be about to declare war on you. I'd try and bribe them to go elsewhere, but if you can't, prepare for the worst and build a Walls.
Other than that, you'll want Walls/Castles if you get Neuschwanstein for the various perks of that Wonder. You'll want all of these buildings for the Fortified Borders tenet of Autocracy. These are pretty niche uses.
-Windmill +10% production when constructing buildings SOUNDS good but in practice it doesn't have a huge impact. This is also about the time you'll be unlocking Public Schools and Factories, which you'll want to build instead. Even so, I usually wind up building this at some point for the specialist.
-Temple Idk where else I'd put this; I tend to build Temples when there's nothing better to build. The 2 GPT maintenance cost, relatively high hammer cost, and only 2 FPT ensure this building doesn't get built early, if at all. You'd build this when you can/ASAP if you're Egypt or Songhai, who get better Unique Buildings that replace this.
-Seaport If you have a lot of sea resources you can work (3+), they would benefit from the +1 Gold/Production this building gives. If you intend to push a naval strategy, the +15% production of naval units will help you do so. IMO these uses are pretty niche, but they are uses that can justify this building.
-Caravansary I'd build these only if you intend to trade with a completely landlocked civ that would otherwise be too far away, or if YOU'RE the landlocked civ. This might happen on a Pangaea map, but probably not on most other maps. Land trade routes are just not that good, even after the Trade Wagons policy in Commerce is taken. This is such a niche use that I don't build these in most games.
-Barracks The XP building you'll build in Domination games. Why? You get it early and it ensures troops that are built in that city get a free promotion upon completion. You can build this at Bronze Working, which you'll research early in Domination games. You need to know where Iron is.
Even in a Domination game, this isn't something you build right away. You build your civilization's normal base (Granaries, Libraries, etc), but before you plan to start building troops, you want these in your cities.
-Armory/Military Base With an Armory, troops you build in a given city will get two promotions upon completion. This is a pretty nice bonus; it helps push your troops towards vital promotions like Logistics, Range, March, Blitz, etc. I tend not to build Armories because by this point I'm making troops for war, but you can consider doing so.
With a Military base, troops are halfway to a third promotion. I don't really build this because you should be warring by the time you research Military Science, but if you want, you can.
-Recycling Center Their only real use is if you can't trade for Aluminum at all. You need it for the spaceship/certain units, so if you want to win via Science or build those units, you might need these buildings. I find it pretty easy to get Aluminum, however.
-Bomb Shelter I'd build this only if a known warmongerer (or Gandhi) has nukes and hates you. Beyond that it's not worth the time.
Do not build:
Basically, there are ALWAYS better things to build than these GPT drains.
-Constabulatory/Police Station Sure, buildings that reduce enemy spies' stealing rate by 25% sound nice, but for the most part you'll have a spy in your capital. This enemy spy will catch a fair amount of enemy spies, or they'll be so far behind that the loss of an older tech is inconsequential. The National Intelligence Agency isn't bad, but you probably won't need the extra spy or the 15% reduction in enemy spy effectiveness.
-Spaceship Factory It's actually a nice building, but Freedom and Order have level 3 tenets that allow you to bypass building spaceship parts. If you're playing Science, you're taking these and not building most of the parts. (If you're not playing BNW and are going for a Science win, this is a good building and it should be built.)
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Romanticide
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Dec 9 2014, 03:48 AM
Post #93
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http://www.civilization.com/en/news/2014-12--civilization-beyond-earth-fall-update-now-live/
There are a LOT of changes here, many of which were sorely needed, so expect a long post.
lots of stuff Most Wonders need rebalancing altogether. If it's not the Ectogenesis Pod, Gene Vault, Memetwork, Deep Thought, or victory-specific, it's probably a pretty meh Wonder. The Holon Chamber is slightly better now but you're still pouring 1050 hammers into a Wonder that will only give you +3 Science/+4 Energy. Yawn. Mind Stems not being buyable doesn't bother me one way or the other; it makes sense that you should actually have to build them since they reduce your time to victory.
Diplomacy still blows. BNW made one of the weaker parts of Civ V into something that was at least serviceable. I feel BE would be improved with something similar, though with different resolutions because it's a different game. I'd still like them to be breakable, but baby steps. You can't do the ol' EPT for Energy then declare war trick without being friends and getting negative diplo modifiers now, which is something I guess.
There's now no real reason to build trade ships unless you have a city on another landmass and/or want to trade overseas. Trade ships are OP in Civ V and were even more OP in BE, but I don't feel nerfing them to the same level as trade wagons was necessary. I can only hope that the reduced yields for internal trade help create some kind of balance/slow the game down a bit. As it is, the game is pretty easily winnable sub-T300 even on Apollo (normal), which I feel is a bit too quick.
Finally, Unhealthiness is something resembling a punishment. Still don't care about it until it hits -10 or lower; -20% Outpost growth/-5% Culture isn't going to affect how you play the game. The Science/Production hits are what will ensure that people put at least a modicum of effort into staying above, like, -30 Health. At that point you'd be losing 20% Science/10% Production on top of everything else, which is actually noticeable. I still don't think this is a panacea. Maybe if it were -2% Science/Production per point, people would start to give a damn about Health.
Eudamonia was stupidly powerful. It's still powerful but without playing, I don't know if it's actually balanced now. Idk if Learning Centers needed a nerf. I feel if you can afford to create a super Science city by spamming Academies/Science buildings, you should be able to do so, but idk how that would affect the game.
Kozlov and Elodie needed to be re-balanced. Their Unique Abilities originally granted early free technologies, which could be easily exploited. Kozlov? Just wait to launch a satellite until you've researched a tech in the first/second rings, then grab a free second/third ring tech and potentially snowball. Elodie? Getting ten Virtues in any way is very quick; you can get a few free ones. Making it so free Virtues don't count towards this slows it down a bit, but it can still be used to snowball.
I like Barre's Ability because I believe in the power of Growth, but I'm not sure how much of an impact it really has. Population isn't nearly as important in this game as it was in Civ V. Buffing it a bit with free Old Earth Relics is nice, I suppose, but I don't think it changes much. Rejinaldo's new healing buff is cool, though it probably has its greatest impact in the early/mid-game. In the late game you can do things like send Planet Carvers to attack cities from afar/warp troops in with Phasal Transporters, which should result in really fast wars.
Don't feel like any of the tech web changes are notable outside of the Planet Carver one. Astrodynamics is a main tech, whereas Orbital Automation is a leaf tech. This was probably done to nerf Elodie/Kozlov slingshots. Easy to win the game when you have a satellite from a third ring tech nuking enemies. Might be the reasoning behind moving Markov Eclipse; I could see that synergizing well with Adaptive Tactics' +50% XP.
Purity level 1 is totally nerfed now. The reason you took that was for invulnerable Explorers, which meant easy scouting and easily-defended Outposts/Cities. I guess it indirectly makes Ultrasonic Fences slightly more useful, but they were already good. I could see double strength Explorers being useful if only so they can live through 2 or maybe 3 Alien attacks. Even so, you'll still get Purity level 1 from Genetic Mapping because Gene Vault is a nice Wonder. Harmony level 1 gives your Explorers the ability to take no damage from Miasma, which is nice. Not as nice as no damage from Aliens ever, but nice nonetheless. You might still get this early-ish because Worker Miasma immunity is really good.
Autoplant's quest reward was OP before (+1 trade route in a game with OP trade routes), glad to see that changed so it's actually a choice. I'd probably take the new Production bonus over the +1 Energy, but idk what that is.
Affinity Units needed to cost less resources. I now have a reason to consider building them outside of going for an Emancipation victory. (Their higher strength means fewer turns sending troops to earth.) Artillery units are probably still OP, but I guess they cost a little more/lose some strength at the third level?
Warmonger penalties reduced if you take cities when you didn't declare war. Thank you based Firaxis. Of course, with all my luck the AI will still hate me for taking more than a handful of cities in such a war, but whatever. Still a needed change. Seems to me there's less penalty for warmongering, which is nice, but it might not matter much. If you can warp an army from capital to capital, the game might be over before you start to care about warmongering penalties.
More characters to rename cities is always appreciated. I usually put insults towards whoever pissed me off in place of the default names, so eight more characters to play with is awesome.
All in all, this is a nice first patch, but I'll have to play BE to see how the game has changed. Even if it's changed for the better, which it probably has, there's still a lot of work to do. Hoping for expansions; those would help a lot to improve this game.
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tfghost92
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Dec 24 2014, 12:14 PM
Post #94
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swag on this dick, bitches
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at turn 230 of this new game I am playing, I have had a feud with Montezuma on my continent for almost the entire game. Working on my religion spreading, and that stupid piece of shit tried to send a great prophet into my holy city. I violated my research agreements and defensive pacts with Washington and Maria I just to spite him. I am fucking pissed in an unnecessary way. All I want to do is wipe him off the planet now. Honestly I am super ahead in tech (lmfao I only have one city) and could do it easily (I already liberated two of Maria's cities from him with a few pikemen and a catapult a hundred turns ago) the issue is I don't have the army built up yet but it should be pretty easy
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tfghost92
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Dec 24 2014, 04:16 PM
Post #95
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swag on this dick, bitches
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Posted Image
Posted Image
I WILL BURN THIS MOTHERFUCKER'S CITIES DOWN AND SHIT ON THE ASHES
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Romanticide
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Dec 24 2014, 06:10 PM
Post #96
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Defensive pacts are useless IMO. They have the potential to pull you into awkward wars, like with someone you've had a DoF with for the whole game, which will give you the negative modifier for backstabbing your friend and has the potential to torpedo your diplomacy for the rest of the game. I also usually don't build a lot of troops, so I'd never be ready for one of those wars.
Even if a neighbor is sending their troops towards your borders or something, it's better to bribe them to declare war elsewhere or bribe someone else to declare war on whoever is threatening you.
And yeah, I hate those sorts of peace treaties, never mind that you've likely eliminated most/all of their military. The AI will give more reasonable deals if it feels a city is threatened, and will definitely give better deals if you've taken one or two cities. But you're not interested in that, so burn his shit down.
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tfghost92
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Dec 24 2014, 06:50 PM
Post #97
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swag on this dick, bitches
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I lead the World Congress and already successfully passed an embargo on the Aztecs. just about every country in the world has denounced him and half of them have been in at least one war with them. They're kind of a joke and its blowing my mind that the AI is playing this way. yeah sure its AU bu nigga please. This is horrible. every country wants him dead. The only thing he is doing is absolutely dominating in religion. Nearly every city in the game is influenced by Catholicism. I've tried to keep it out of my city but Trade Routes are necessary for my success and my trade routes spread his religion. Its already come up in the world congress to vote Catholicism the world religion. So he's doing well. But he also is trying to play Warmonger with the United States, who is next to me and a close ally, and Maria who I am basically protecting at this point. Montezuma actually chooses not to war with Portugal because they know I am there to protect her. Which reminds me, I need to raise an army and liberate her capital. he swept in around turn 100 and took out all of her cities except one before I had a chance to beat him back, but I ran out of troops before I finished with the capital.
EDIT
Oh yeah, he built an army, took Philadelphia out and I was trying to liberate it. I came so close and then he razed Philly. I was furious so I just went ham on like 2 of his cities before I ran out of troops and hadto call a peace treaty. Once the Aztecs are dealt with, I can focus on winning this game. I decided to go culture because I had an assload of culture slots and stuff. Not sure if I mentioned it but I am the Inca and so far I am absolutely loving it
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Romanticide
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Dec 24 2014, 07:30 PM
Post #98
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Inca are seriously OP. They can grow huge cities in terrain nobody else even really wants because they get an awesome Unique Improvement. I suppose they're a better Morocco in that way. The Terrace Farm is better than the Kasbah and it comes earlier. I normally don't advocate early Construction unless you have major Happiness issues (not on the Education beeline), but with the Inca you need it to maximize their potential. Unique Ability is legit. Not the best but it works with what you do as the Inca and it gives you a slight edge in early game scouting. Slinger is meh but who cares.
Sounds to me like you're doing alright, at least from what I hear. Leading the World Congress is a good indicator that you are indeed ahead in tech, or at least near the lead. Getting an embargo to pass is generally not easy unless the civ in question is hated or unless you've sent diplomats to make deals. Recognizing that you can get an embargo passed and screw another player is a sign of improvement. If you're going Culture, you should propose Arts Funding if you haven't. It'll pass easy and you'll get a positive diplo modifier for it.
And yeah, a lot of AI put Faith generation ahead of all else. I kinda wish they'd stop caring about it as the game goes on and instead stockpile it for more useful things, like Great People. Then again, if they actually played the game somewhat efficiently on higher difficulties, they'd almost always win. But that's how it *should* be on Immortal/Deity if you ask me.
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tfghost92
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Dec 24 2014, 07:53 PM
Post #99
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swag on this dick, bitches
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- Romanticide
- Dec 24 2014, 07:30 PM
Inca are seriously OP. They can grow huge cities in terrain nobody else even really wants because they get an awesome Unique Improvement. I suppose they're a better Morocco in that way. The Terrace Farm is better than the Kasbah and it comes earlier. I normally don't advocate early Construction unless you have major Happiness issues (not on the Education beeline), but with the Inca you need it to maximize their potential. Unique Ability is legit. Not the best but it works with what you do as the Inca and it gives you a slight edge in early game scouting. Slinger is meh but who cares.
Sounds to me like you're doing alright, at least from what I hear. Leading the World Congress is a good indicator that you are indeed ahead in tech, or at least near the lead. Getting an embargo to pass is generally not easy unless the civ in question is hated or unless you've sent diplomats to make deals. Recognizing that you can get an embargo passed and screw another player is a sign of improvement. If you're going Culture, you should propose Arts Funding if you haven't. It'll pass easy and you'll get a positive diplo modifier for it.
And yeah, a lot of AI put Faith generation ahead of all else. I kinda wish they'd stop caring about it as the game goes on and instead stockpile it for more useful things, like Great People. Then again, if they actually played the game somewhat efficiently on higher difficulties, they'd almost always win. But that's how it *should* be on Immortal/Deity if you ask me. i actually just lost the world congress recently. America swept the voting. they're doing really well with diplomacy. the Aztecs are fighting me but not on the ground. The way I see it, if I don't start running a train on this culture victory soon, they'll dominate this game. Everyone hates the Aztecs so they'll never win world leader but fuck me if they aren't dominating in nearly every category.
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tfghost92
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Dec 24 2014, 07:55 PM
Post #100
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swag on this dick, bitches
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Posted Image
I call this little area the Nutsack Peninsula and its hilarious because I one point I had a small war right there and I call it the nutsack war of 1700
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Romanticide
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Jan 31 2015, 01:03 AM
Post #101
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Couple of things, one Civ-related, the other one only semi-related.
Civ-related:
http://kotaku.com/australia-makes-civ-v-history-1681794279
Pretty cool mod. I'll have to give it the ol' college try in an actual game, but I like the idea of a mod civ that's actually voiced and all that jazz, even if the leader model is an amalgamation of already existing assets.
As far as the civ goes, it probably won't be one of my favorites based on an UA that creates puppet cities (gold focus sucks, as does the science penalty), but I do like the idea of upgradeable workers and a use for Tourism beyond gunning for a Culture win.
Semi-related:
[utube]https://www.youtube.com/watch?v=sPwo53ezxGA&feature=youtu.be[/utube]
Looks like a Galactic Civilizations (though not made by a company run by an asshole) and Fire Emblem hybrid to me, based on what was shown here. I like what I saw here, even if the ~25 minutes of gameplay really didn't show that much.
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Romanticide
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Feb 19 2015, 06:04 AM
Post #102
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http://kotaku.com/civilization-players-are-sending-the-entire-world-to-wa-1686637399
Hell. Yes. I used to enjoy watching /v/ streams of Mario Party where they set 4 CPU to easy. Shenanigans happen. People talk shit about rival fans. I expect much the same here. The trashtalk thread on r/civ is hilarious. But yeah, I expect the real updates on this to come out of r/civ.
#TeamSioux
I also downloaded a fair number of these civs. Didn't download many warlike civs (war = boring, etc), though the Buccaneers sound different, with a focus on naval warfare. Guess I'll be playing some Civ sometime, idk when. Still want to work on Liberty/war/both strats anyway.
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Romanticide
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Feb 20 2015, 10:08 PM
Post #103
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- May 8, 2011
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You know how I've said Piety was bad in the past? I might have been very wrong on that count. Piety *seems* bad because it doesn't directly contribute to your civ, especially at the start where you want growth and culture above all. However, if you stay small so most AIs don't covet your land and utilize the game's mechanisms to catch up (Research Agreements, Spies, lower tech costs once others have researched techs, etc) in the mid/late-game, Piety might be more viable than the Civ community gives it credit for. You also need to be good at diplomacy.
http://forums.civfanatics.com/showthread.php?t=521674
I'll just point out that all of OP's guide is ~18k words, so I don't expect anyone to read it other than me. It's also aimed at Deity play and goes in-depth, so... Yeah. However, I feel this would work on the lower levels; nothing this guide does is inherent to Deity (read: you aren't exploiting the Deity AI). POINT BEING: Feel free to fuck around and try weird shit. If there's anything to get out of this post, it's this.
A lot of the love for Tradition/4 cities/Science stems from the simple fact that it's safe. I still stand by that being the most consistent and easiest path to victory, but at some point it gets boring. That's why I want to improve my all-around game. There's so much to do beyond "lol build 4 cities and turtle until the spaceship".
http://www.reddit.com/r/civ/comments/2wj8tt/battle_royale_frequently_asked_questions/
Also, it seems the 43 AI civs game has a more formal structure now. tl;dr: Streams at 12 PM on Saturdays, Sydney time (I believe that's 5 PM PST/7 PM CST/8 PM EST on Friday for us), new imgur albums at 11 AM Sydney time every day.
EDIT: http://www.civilization.com/en/news/2015-02-information-on-the-civilization-beyond-earth-winter-2015-update/
IMPROVED WONDERS BABY
This was one of my bigger gripes with Beyond Earth. There were only a few worth building, but now it seems many will be worth building, depending on situation/victory type/etc.
The way I see it, Promethean/Resurrection Device/the Eudamonia policy is going to be OP as shit. Idk how early you could get this set up (probably a tad before late-game if you beeline the right side of the web), but once you do you can probably go as wide as you like with no repercussions.
Trade routes getting re-balanced is amazing. I like the idea of unlocking trade routes at certain population thresholds. It's way too easy to found a city and then have like three domestic routes bringing in so much Food/Production that buildings can be built in ~5 turns even at pop 1. This change by itself will probably slow games down a fair bit. Part of me likes the fast pace of BE, but I know that fast pace is largely because trade routes were OP. Auto-renewing trade routes is pretty cool tho, if only because I'm lazy and there are 2039403945 of them.
Might give BE a spin or two at some point. These patches were much-needed.
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Volt
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Mar 21 2015, 06:06 AM
Post #104
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Keep Moving Forward
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I just spent the last few days playing Civ 5 for the first time and getting to know it.
The game is pretty good. I really like just how many different mechanics there are in the game, and I especially like how everything is historical. I like the feel of being in control of my own empire, and interacting with other nations.
Yet, I'm not having very much fun. Each time I played the game, I put in at least 3 hours into it, but at the end of every session I'm left wondering what exactly I even accomplished. I never feel like I do anything in this game; nothing really seems worthwhile. Everything in the game takes so much time. A lot of the turns consist of me doing nothing, and then hoping the next turn lets me do something interesting. And anything I do end up doing, I want to follow it up with something that will require even more wasted turns waiting.
I'm just not sure if this series is for me. Growing up on RTS games, I'm used to much faster paced gameplay, and high levels of interactivity. I really wanted to love this game as much as everyone else seems to, but I'm just not feeling it.
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Romanticide
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Mar 21 2015, 06:47 AM
Post #105
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Try a domination victory. As the name implies, you'll be building troops and conducting wars, as opposed to building shit and clicking next turn. Science/Culture victories are cool and all, but they can be very passive victories. Diplo victories are boring IMO and I don't do them, in large part because they're also very passive. The fastest Science victories actually do involve a bit of warfare (getting 5-6 cities early is pretty hard), but yeah, I've never tried that.
Another idea might be to turn the difficulty up. At Prince/below, you'll probably never be threatened, even if you turtle for 300+ turns and don't build any military whatsoever. On King/Emperor, the AI starts to build more military and declare war if it feels you're weak, so you won't be able to get away with no military strats anymore until you improve. That might be a pretty big jump though since idk what you're playing at.
I'm not very good at domination myself because I don't do it a lot (most of my unplayed civs are militaristic civs), but I would recommend three cities, then building an army and starting to conquer shit. Your army should be mostly ranged for the simple reason that it allows you to attack from more tiles. I usually have 10+ ranged units in my armies by the end, though 4-6 are more than sufficient early. Build 2-4 siege units (Catapult/Trebuchet/etc) to make taking cities easier. You'll need a few melee units (4-6+) to take cities/absorb attacks/protect ranged units. A navy isn't strictly necessary unless on watery maps, in which case you'll want 5-6 ranged naval units and I guess a few melee ships to take cities. You only keep capitals/good cities, everything else gets razed. Good cities to me are cities that offer strategic benefits/resources, unique luxuries, and/or World Wonders.
Policy-wise I prefer Liberty; you'll have 10+ cities by the end of the game. You can go Honor too, but for the most part you don't need its bonuses. AI is dumb, etc. Commerce is essential for the money/happiness. Rationalism is always good. Ideology can be Order/Autocracy.
But yeah. If you haven't tried domination, I'd recommend it. If you have and didn't enjoy it, idk what I can tell you. The game might not be for you, which happens.
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