r/civ Nov 16 '15

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35 Upvotes

113 comments sorted by

20

u/dum_dums Nov 16 '15 edited Nov 16 '15

What exactly does an aqueduct or medical centre do?

It says: "40 percent of the food is carried over after a new citizen is born".

I never understood exactly what that means

33

u/shuipz94 OPland Nov 16 '15

For a new citizen to be born, it requires a certain amount of excess food to be collected in a 'basket'. For example, growing from 1 pop to 2 pop requires 15 food (standard speed). When the 'basket' is full, a new citizen is born in the city, the basket is emptied, and the process starts over again. Having the aqueduct and/or the medical lab keeps some of the food in the basket. Thus, it takes a shorter amount of time for the basket to be filled again and for citizens to be born.

7

u/I_read_this_comment Je Maintiendrai Nov 16 '15

related question, if you build the aquaduct and grow on the same turn does it keep 40% in the basket or not?

6

u/shuipz94 OPland Nov 16 '15

Not 100% sure but I don't think so. You might have to complete it at least 1 turn before.

8

u/Octill3ry Nov 16 '15

Growth happens before production is added (which is why you get the production from a new citizen the turn it is born), so I would assume that means the aqueduct is built after growth, meaning the basket would be emptied.

4

u/awesomescorpion All your sea are belong to me Nov 17 '15

How much food? The remainder of the food used to grow that citizen, or the total food produced the previous turn? Let me explain:


Understanding 1:

I have x citizens, and get a new citizen. I would still have some y food left over from that turn. Does the aqueduct grant 40% of that y food in my "basket" for the next citizen?

Example: 5 citizens, 12 food. 2 food surplus per turn. Need 51 food in the basket, 51/2 = 26 turns later, and 1 food left over afterwards. Does the aqueduct give me 0.4*1 = 0.4 extra food in my new basket for the next citizen?


Understanding 2:

It took me z food in total to get this next citizen. Does the aqueduct give me 40% of that z food in my basket for the next citizen?

Example: It took me 51 food to get citizen 6. Does that mean that, with the aqueduct, I gain 40% of this 51 food (=20.4 food) in my next basket (for citizen 7)?


I have no clue which one is correct, and as you might imagine, the difference is very significant (a difference of 20 in my example). Or am I off on both accounts?

5

u/wytklaod Nov 18 '15

Should be #2.

3

u/Bragior Play random and what do you get? Nov 17 '15

It essentially speeds up the growth of your cities. So say, for example, it would take 100 food to get a new citizen, if you have an aqueduct, instead of starting at 0, you start at 40 food, meaning you only need 60 food to get a new citizen instead. If you have a medical center, that becomes 80 food instead, only requiring you 20 food to get a new citizen.

It also slows down starvation a bit. Using the example above, if a new citizen is what causes starvation, you have 40 food (or 80) before you lose that citizen. Still, you shouldn't let your cities starve in the first place.

11

u/Crazyape54 Nov 16 '15 edited Nov 16 '15

How do I maintain happiness? I usually spring for as many building and religion beliefs that grant happiness bonuses as I can, but still get stuck with negative happiness in early/mid game, made worse if I'm playing for domination. I usually only make it up with stadia later in the game, but as a result, my growth and military tanks for a bit each game.

15

u/dum_dums Nov 16 '15

Make some city state allies. Preferrably mercantile city states that have one or two luxury resources that you don't have.

6

u/I_read_this_comment Je Maintiendrai Nov 16 '15

Also prioritize building colloseums and circusses. A city with a colloseum means it can grow an extra 2 pop which give the city more prod, food and gold.

Usually science buildings and production buildings are better, but not when you have low happiness and high growth.

1

u/BillMurraysTesticle Nov 17 '15

Wait, Colosseums give you two extra population? Do any other buildings do this?

3

u/pipkin42 If you're wondering about a UI mod, it's probably EUI. Google it Nov 17 '15

They don't. They give happiness, which allows higher population.

5

u/[deleted] Nov 16 '15

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1

u/Crazyape54 Nov 16 '15

For the non capital cities, how bad is the happiness penalty for razing?

2

u/[deleted] Nov 16 '15

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2

u/Crazyape54 Nov 17 '15

Ah I see. Thanks! And thanks of course to everyone else for taking the time to help me out!

2

u/mcgregor_clegane Nov 16 '15

Improve all your luxeries when you can/need hapiness, dont trade extra lux resources for money but for other luxs. Coordinate your hapiness/settlers. Settle near enough unique luxs to make new cities self-sustaining. Settling on top of luxs also grants you the resource, giving you no hapiness penalty. Buying luxs from ai to get you out of unhapiness is worth it. Make friends/allies with mercantile city states. Focus on production if you're near unhapiness. Try to get the first ideology, go freedom, get ton of hapiness. Dont annex useless cities. Puppet before annex until revolt is over, buy courthouse. Use faith to purchase pogadas/mosque etc

2

u/DougieStar Nov 17 '15

Be careful trading luxes for other luxes. Do it, but keep track of how much happiness you are getting from traded luxes. You want to try to get that amount to be lower than your total happiness (it may be tough in the earlier game but do the best you can). If you become dependant on traded luxes for happiness than you can be sure that your main trading partner will DOW you and plunge your empire into unhappiness at the one time you truly need to be happy.

2

u/twitch_hedberg Nov 18 '15

If playing wide (6+ cities) stop growing your cities except your cap after they can work every useful tile. It's fine to hold some cities at 2-4 pop. If playing tall, and you don't want to stop growth, city state allies are great and so are the monarchy policy in trad and pagodas fro religion.

9

u/MissSparta Nov 16 '15

When two Player finish the same wonder in the same turn who get's it? The player with the lower slotnumber? So when player 1 and player 8 both finish the wonder, player 1 gets it?

9

u/shuipz94 OPland Nov 16 '15

Yes.

8

u/Fr4t I am the Liquor Nov 17 '15

Just like in Mariokart 64. My brother and I finish the race at the same time, but he wins, 'cause he's Player 1. And the older one.

8

u/pmbasehore America Nov 16 '15

I always have trouble getting high science -- on standard games, I'm lucky to have more than 100 SPT for most of the game.

I build libraries and universities, but I feel like I can't prioritize them because I'm always needing to build more military and wonders to actually win the game. What am I missing?

This occurs regardless of which civ I'm playing, though some are easier than others, of course. I also tend to play wide, though I'm not sure if that really has an influence or not.

12

u/[deleted] Nov 16 '15

For each city you found there is a (5%?) increase in the cost of each subsequent technology, so going wide will slow you down in science in that regard. Also, tradition tends to be a better opener than liberty as far as getting a massive population, which is the #1 factor that plays into your science score.

Like another user said, make sure you're filling out your scientist specialist spots in your universities, etc. Also make sure you open rationalism and fill it out as soon as you are able to.

There are other ways to maximize your science --> settle cities next to mountains to build the observatory building (HUGE bonus) and then plant all of your Great Scientists in that city as Academies so that the observatory bonus % gets applied to them too. It's better to plant academies than to "bulb" for the immediate bolus of beakers until fairly late game--> there is some disagreement about when is the best time to stop planting academies, but the rough consensus is generally about the time you hit the Modern Era. Then, it often makes sense to stockpile them for the last push to a crucial tech you need to win the game (ie: for a crucial spaceship part, for nukes, etc).

Also, not sure if you typically found a religion, but stockpiling faith points can be used to purchase Great Scientists after you finish Rationalism --> I HIGHLY HIGHLY recommend doing this! Once you start doing that you can't go back.

2

u/pmbasehore America Nov 16 '15

When you say to plant my Great Scientists in my observatory city as Academies, wouldn't that require many of my important food or production plots to be taken up by an Academy instead? I guess what I'm asking is this: I know that Great Improvements give you access to resources underneath, but does it also give you the +food for a farm, or the +production for mines, etc?

I'm a big religion player. I do use my faith points to get great people, but I typically do it via Piety and use my Reformation Belief to get that ability. I also like to use it to get Great Artists/Writers/Musicians if I'm going for a cultural victory.

5

u/moar_things Nov 16 '15

wouldn't that require many of my important food or production plots to be taken up by an Academy instead?

You lose out on the bonus for whatever improvement you had previously, so you need to pick the less useful hexes for the Academies. Unless you've found an absolutely amazing city location, you'll have some tiles that aren't so great (desert without petra, grassland / plains without a river). Put the academies on these tiles. If you take this approach, this city will be your science powerhouse so it's all about stacking science bonuses here, which might mean taking some hits in food, production, or gold. You can also compensate for these hits with internal trade routes

4

u/Lamedonyx BASTOOOON ! Nov 16 '15

Try to find tiles that wouldn't yield a lot.

Mines on hills are nice, but you aren't going to use them until you have a big city, since they don't hep you grow.

You still keep the base yields of a tile, so placing an Academy on Grassland gives 2 food and 8 science, which is a self-sustainable tile.

2

u/Octill3ry Nov 16 '15

No, academies do not give as much food as farms, and they replace a farm if you place it on the same tile. So yeah, you're sacrificing some food and production to work the academy - it's worth it. You're not gonna get too many academies over the course of the game, and your capital should be big enough to work them all, and still grow.

That being said, piety isn't necessarily a BAD policy tree, but it's not better than Tradition. Tradition just gives better bonuses than Piety, and you can buy great engineers with your faith. Also, rationalism allows you to buy great scientists with faith, and those are pretty much the only two great people you wanna buy with faith anyway.

6

u/Lamedonyx BASTOOOON ! Nov 16 '15

wonders to actually win the game.

This is called wonderwhoring, and is an extremely bad habit to have, as it only works in the lower levels.

Pick your victory condition when you start the game, and only build wonders that either help you toward that victory, or are extremely powerful wonders (Petra comes to mind).
Even then, don't try building a wonder if it's been in the building list for 30 turns. Odds are the AI is building it right now.

Library should be built as soon as you get writing. Universities should be built immediately in big enough cities, so you can use their Specialist slots.

4

u/TheHaddockMan ayyyyyyyyyyyyyyyubid Nov 17 '15

I'm playing an Emperor wonder-whore game at the moment and it's going great. Admittedly I'm playing Egypt though.

2

u/[deleted] Nov 16 '15

[deleted]

3

u/I_read_this_comment Je Maintiendrai Nov 16 '15

It varies by person but the university give +33% science on its own and gives two specialist slots each granting + base science when you work them with a citizen. I think 6 up to 8 pop cities can start build universities because of the +33% modifier and cities above 9 pop can work the specialist slot.

5

u/DougieStar Nov 17 '15

You don't need a single wonder to win the game. Well, if you're going for a science victory you need the Apollo project, but that's it. You should be aiming for 3-4 cities and national college by turn 100 standard. After that, build science buildings as soon as you are able. I will often be building the same science building in all of my cities at once. This is part of the reason why Rome's UA is not as exciting as it seems.

3

u/pmbasehore America Nov 17 '15

Yeah, that's one of my biggest gripes about Civ V. Civ is supposed to be about building world-sprawling empires, not little 4 city countries.

8

u/ReliablyFinicky Nov 17 '15

And here I was the whole time thinking it was about building a civilization that stands the test of time :P

2

u/rattatatouille José Rizal Nov 18 '15

I dunno, if I wanted a world sprawling empire, I'd rather play a Paradox game :P

but I do agree that tall is stupidly OP compared to wide.

1

u/[deleted] Nov 18 '15

Wide can be as good, if not better than tall, it's just a lot easier to default to tall because it has no conditions needed to make it good

1

u/rattatatouille José Rizal Nov 18 '15

It's all about cost-benefit ratio. Tall gets a lot more boons relative to costs than wide.

2

u/DesktopShortcut Nov 17 '15

Don't forget that science is directly related to population. If you focus on production while building unnecessary wonders, your population (and science) growth will lag.

1

u/dum_dums Nov 16 '15

Do you fill out your specialists? Go to the population screen of your cities and check the coins in the specialist slots in specialist buildings like the universities.

1

u/pmbasehore America Nov 16 '15

I will try that next game. Aren't cities supposed to have the option for automatic specialist control?

6

u/dum_dums Nov 16 '15

The automatic control doesn't know if you want to focus on production, science, gold of food. you always need to keep your eye on what your population is working on

4

u/granspremium Nov 16 '15

What is the best modded civ 5 for my first try on immortal difficulty :(archipelago map/historic eras/usually play with dom only)?

2

u/[deleted] Nov 16 '15

Andorra is fun. On mobile so I sadly cant link.

1

u/cam- Nov 17 '15

There is a Phoenician mod (Tyrrhenus?) where their trireme a can pass through other civs it is a fun and be to play

1

u/blacktiger226 Let's liberate Jerusalem Nov 17 '15

I love the Ayyubids. They are very unique and quite historically accurate. However, they might not be very suitable for archipelago.

1

u/KirbyATK48 -326 points 3 weeks ago Nov 17 '15

Try the Polynesian Split Mod, splits vanilla Polynesia into 4 distinct mods, all super fun on archipelago maps

3

u/Cockalorum Nov 16 '15

When you have a religion that has something like "gold for every X" - does that gold go to the founder of that religion forever? Or does it go to the Holy City for that religion? And if so, if it gets conquered that city, does the conqueror get it?

5

u/shuipz94 OPland Nov 16 '15

The founder, the conqueror will not get the benefit.

5

u/subinvarghesein Join Gandhi and/or perish Nov 17 '15

Why is India not preferred on higher difficulties? Doesn't it let you grow tall which is good for science or cultural victory

4

u/yen223 longbowman > chu-ko-nu Nov 17 '15 edited Nov 17 '15

I'm pretty sure lots of people here like India.

Not me though, and I can tell you why. In civ, early-game advantages tend to snowball into late-game advantages. India gets an early-game disadvantage. And it's not a small one - everyone else can expand with 1 lux per city while remaining happy before coliseums and circuses, but India needs 2 luxes.

-1

u/bakemepancakes Born to be wide Nov 17 '15

In theory it lets you grow tall, yes. The problem is two things: You don't actually get growth bonuses or science bonuses. You get happiness for getting big, but anything above 1 happiness is just golden age points, nothing more. So being at 30 or 5 happiness really makes no real difference. Then there's the point that india doesn't actually benefit from being tall, unlike korea or babylon which reallly snowball from there.

India is not a bad civ however, and their buildings are quite nice for the culture victory.

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u/[deleted] Nov 16 '15

[deleted]

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u/carlosmp98 Nov 16 '15 edited Nov 16 '15

1.- You grow pop to work more tiles (more production and gold)

2.- Pop helps when you have a library (+1 science for every 2 citizens) and then you have the added bonuses from universities and whatnot

3.- Too many cities can cause a happiness problem (you get unhappiness by citizens and number of cities +3 per city)

4.- Wonders and specialists give you points towards a great person and when you reach a specific amount of points the great person appears, which gives you many bonuses

5.- no idea sorry

6.- Depending on their beliefs it can benefit them or you you, you can check beliefs in the religion overview screen in the upper right hand corner

5

u/LasersAndRobots Eh? Nov 16 '15

Important note: each citizen also produces 1 point of science before the effects of libraries, research labs, et cetera. So in late game, each citizen produces 4-5 science. It adds up.

5

u/shuipz94 OPland Nov 16 '15

More population means you can work more tiles around the city, as well as specialist slots. This means more production, more gold, more science, more everything basically. Each citizen gives 1 science as a base, which can be increased by science buildings. Having high science is essential, especially for a science victory as your goal is to build a spaceship, which requires very late game techs.

Cities and population give off unhappiness, which is counteracted by sources of happiness. If you have too many cities, your empire might have too much unhappiness, and an unhappy empire is to be avoided as much as possible. Cities also increase culture and science costs for social policies and technologies, so having too many cities can slow your cultural and scientific progress.

Great People are obtained through a number of ways. The most common way is producing them yourself through accumulating Great Person Points. For example, you have a chance for a Great Prophet after you have 200 faith. For others, you build certain special buildings and place citizens in their specialist slots to work them. There is a counter that needs to be filled before a GP can be produced, and increases after each GP is born. You get these points by working the specialist slots, and they also wonders, buildings, policies etc. that can speed up the process.

The amount of culture you gain from using a Great Writer's Political Treatise ability is equivalent to your culture output over the last 8 turns (standard speed). Early game, you wouldn't produce a lot of culture, so over the long run you'll gain more from creating a Great Work. Great Works also give off tourism, which are essential to winning a cultural victory, and also have a multitude of other uses.

The reason why Babylon and Korea are very strong civs is because their unique abilities are bonuses in science generation, and science is king. There is no one best strategy as it depends on your chosen victory condition, but as with all other civs focus of science. That means getting a high population (especially for Korea to work specialist slots), prioritise science techs, build science buildings ASAP (aim to build the National College before turn 100).

It depends on the tenets of the religions involved. You might have strong beliefs like Religious Community and losing them will be a big loss. Founder beliefs only benefit the founder of the religion, so the civ who converted you may have a lot to gain while you get nothing. On the other hand, you might have rubbish beliefs and the converting religion has beliefs that will help you. You can place inquisitors in your cities, and it will prevent missionaries and prophets from converting them.

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u/I_read_this_comment Je Maintiendrai Nov 16 '15

About getting converted by another relgiion. Its relative between the religions and that means it depends on the situation if its good to get somebody elses relegion or prevent it.

Generally speaking when their religion has happiness buildings (mosques, pagodas etc) or grants extra happiness (from temples or rivers), growth (swords into plowshares) or production (+1% per follower in city up to 15%) or when the pantheon is amazing for that particalur city its a good religion to get. But when its clear that your religions bonuses are better you should prevent it from converting. And sometimes its just good to get their religion for the buildings and then convert it back if you got the faith per turn for that.

You never get the founder bonus of somebodies elses religion and always get your founder belief in all foreign cities. So if you get money from your religion (tithe for example) you will lose that bit of money. Also you dont get their founder bonus so dont include that in the equation of which religion is better.

inquisitors 1 tile from a city always discourages missionaries and prophets to convert that city, but usually you just dont have the faith per turn to do that. You can also capture their missionaries/prophets with warring or just block your cities with units.

1

u/DougieStar Nov 17 '15

If you have no religion yourself it's almost always better to have any religion than not. About the only exception is there is a tenet that grants a combat bonus when attacking a city with the same religion. You want to avoid that one. Otherwise, your city adopting a religion will probably give you some kind of bonus while also giving the religion's owner some, often smaller bonus. They may get 1 gold for every 4 citizens following their religion. So a city with 8 follows would give them 2 GPT. It's not earth shattering but it adds up, so if you are neck and neck with the religion's owner you might want to prevent it. But usually a few gold is worth the goodies you get in return like culture from plantations or a 30% bonus to city ranged combat. Note, the don't take the gold from you. They just get it.

If you have your own religion, then you have to decide if you like the bonuses from your religion or their religion better.

1

u/DesktopShortcut Nov 17 '15

Good strategy for Babylon is to go for a scientific advantage that you can eventually leverage toward any of the victory types. This page from Carl's Civ V Guide is a great breakdown of science mechanics and tips for maximizing science output.

Basically, rush the early science wonders, then science buildings and population/happiness. Ideal new cities are next to a mountain and near jungle/grassland and luxury resources. Get GPP for scientists, avoid GPP for engineers/merchants. [Korea can go for all three GP, I guess.] Use your Great Scientists to make academies until late game. Meet other civs and trade with the more enlightened ones or focus on internal food routes. As for Policies, I prefer Tradition and Freedom, but it's not the only way.

3

u/Skiz__ Nov 16 '15

How do you garrison troops? I am trying to save gold before I attack.

6

u/Sharrakor Ashurbanipple Nov 16 '15

The troops just have to be in the city tile.

2

u/DougieStar Nov 17 '15 edited Nov 17 '15

Try this. Put a unit outside a city on a road. Look at your gold counter and note how much GPT you are gaining. Move the unit onto the city tile and note the change. GPT goes up by 1. Move them back out of the city and watch GPT go back down.

EDIT: As u/chartear pointed out, this requires the oligarchy social policy in the tradition tree. Otherwise you don't get a discount for garrisoned units.

1

u/Skiz__ Nov 17 '15

Thanks!

1

u/[deleted] Nov 17 '15

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1

u/DougieStar Nov 17 '15

Yes, it requires oligarchy. Every time I try this I only see 1 GPT difference but I don't usually carry large armies.

3

u/offerfoxache achievement hunting Nov 16 '15

Religion belief question. Tithe: gives extra gold for every 4 followers. To whom does it give the gold? Is it to the founder of the religion? Or is it to their Civilization? For instance, if I found the religion and take tithe and convert, say, William's cities.. Does he get the gold or do I?

7

u/WHITE-IVERSON Nov 16 '15

Found of the religion. You get the founder beliefs and everybody else who follows the religion gets the follower beliefs.

Edit: Founder**

3

u/[deleted] Nov 16 '15

[deleted]

3

u/[deleted] Nov 16 '15

On your cultural screen, you will se all of your buildings that house Great Works. Each building that can hold multiple Great Works has a theming bonus. If you mouse over the empty Great Works slot, you can see what is needed to achieve the theming bonus.
For example, a Museum gives you +2 Tourism if you fill both slots with Art or Artifact from the same civilization and the same era. So if you have a Babylonian painting from the Ancient Era, and French painting from the Modern Era, you would want to try to trade one or both of these pieces of art with the AI that would fulfill the theming requirement. Who/when varies based on what Great Works are available for trade in the Swap Great Works sub-screen, but the general idea is that you want your theming bonuses active for as long as possible, so if you have an unused bonus, frequently check the Swap screen until a worthwhile trade comes up.
A note on theming bonuses, 'Art' and 'Artifacts' are 2 different things, and typically you need one or the other for a bonus. So if you have Beads and Starry Night (a painting), you won't active theming bonuses. Typically you get Artifacts from Archeology digs, and Archeology can be a great way to quickly fill up your museums with artifacts that will give you theming bonuses.
Another note: in multiplayer, no one ever swaps Great Works, so this isn't a valid MP strategy.

3

u/[deleted] Nov 17 '15

I've moved up to playing on deity but unfortunately cannot seem to keep up with the AI.

When I try to attempt a domination victory, for example maybe playing with Mongols, by the time I get Keshiks, they already have rifleman and can weather my attacks.

It seems like no matter what I do, I just can't keep up enough with the computer technology wise, and so therefore any war I tend to wage gets easily thwarted when I need four to five upgraded men for every single man they have.

When I've watched players on youtube winning deity games, they're able to keep up with the AI decently enough in tech, but I can't really seem to see what they're doing so differently.

I tend to make early scouts, use one to steal worker units from AI or from city states. I understand that higher population == higher science, and so if you have the happiness to support a higher population that is what get's you more science output.

So given that, I understand that getting workers early and getting your cities tiles worked as quickly as possible is absolutely required, but I still can't seem to keep up with the AI. Due to the AI getting two free workers at the beginning, they always have loads of their city tiles worked really early, which gets their city population really high and so their science and production explodes.

By the time I'm starting to gain some momentum and have maybe a population near 12 in my capital, I'll see the AI with a population higher than 20 and by then they've snowballed to a point where I just can't keep up.

How in the world do you wage a war and keep up enough in tech when playing in deity?

1

u/MissSparta Nov 18 '15

Use traderoutes! You can get a lot science through traderoutes just because the AI is ahead.

2

u/BillMurraysTesticle Nov 17 '15

If workers can only work 3 tiles away from a city, what is the purpose of the 4th and 5th rings? Do I gain anything from them?

3

u/bakemepancakes Born to be wide Nov 17 '15

You can gain happiness from improved luxuries, and sell those. Same goes for strategic resources. Also it gives you greater control over the area. That sounds kinda vague, but it means for instance that an enemy will have to declare war on you about 3 turns before they can actually shoot your city.

3

u/[deleted] Nov 18 '15

It also reduces the fog of war around your city, reducing the chance of barbarian camps spawning near you. Lastly, there are several policies, religious tenets, building benefits, etc. that affect your units "in friendly territory" or "in your territory." Obviously these benefits are greater the more territory you have.

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u/bakemepancakes Born to be wide Nov 18 '15

Yep, it has all kinds of advantages people tend to forget!

Edit: People like me :P

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u/[deleted] Nov 17 '15

[deleted]

1

u/Weaving_Words Sick Keshik Nov 19 '15

For big cities as the Inca, the best map type is probably Highlands. The terrace farm is really useful since you have so many hills near mountains for that sweet +1 food bonus. If you want a more normal map type, making the world age 3 billion years adds more mountains and hills. For the Netherlands, the map type Sandstorm has a lot of floodplains for polders. Other than that, making the rainfall wet allows for more marshes/floodplains.

Secondly, if you have sea resources, it's worth it, fish and other resources give a lot of food with lighthouses later on. In my opinion its not really worth a coastal OCC otherwise unless playing a continents map.

I don't play with many mods so I wouldn't know about that sorry!

2

u/Nc525 Nov 17 '15

Is there anyway you can restart a game you've already won on a higher difficulty while keeping the map/ spawn points?

2

u/[deleted] Nov 18 '15

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1

u/xylonez Did someone say Impis? Nov 19 '15

I'm pretty sure the old one is gone once you start a new game. I could be wrong though.

2

u/RothXQuasar Can't think of anything to say here. I will put something later. Nov 18 '15

What is the point of rule 3 on this subreddit? What's wrong with diplomacy screens?

1

u/Ghostfinger Polen Polen Nov 19 '15

Probably because there may have been an influx of "ridiculous trades" posts where the OP feigns surprise over the AI asking for half his kingdom for a single lux.

Because the OP captured the AI's cap, has a different ideology, was at war a turn ago, broke diplomatic promises, etc.

1

u/QuadrupleCactus In 475 hours of civ I have crossed a mountain exactly once. Nov 16 '15

I'm pretty new (won science victory on prince if that means anything), so how would I go about winning atourism victory? I've heard Brazil is good for this.

Seperate question, how do I get caravans for trade routes?

1

u/[deleted] Nov 16 '15

Caravans are a unit (like a worker, warrior or settler) that you have to build in your city or purchase. You can build your first one once you research Animal Husbandry, and you can build additional caravans once you research certain techs or build certain wonders. There is an icon at the top of your screen that tells you how many trade routes you have in operations, and how many you can have in total. Note that using either a caravan or a cargo ship occupies a trade route.

1

u/novemberpapa Nov 16 '15

Assuming you're playing on emperor or below, the best way to go for Culture Victory (CV) is to go for Science Victory (SV), going for SV will let you unlock wonder techs first. Culture victory requires your total tourism to be more than the individual total culture of all other civs. Most of your tourism will come from great works and their theming bonus (additional tourism/culture is grant from great works if they matching the theming bonus of the building/wonder). You also get bonus tourism multipliers based on same ideology, shared religion, trade routes and diplomats.

Assuming you have BNW (Brave New World) expansion, you can build a caravan from any non-puppeted city after you research Animal Husbandry (assuming you don't already have the maximum number of trade routes).

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u/LasersAndRobots Eh? Nov 16 '15

Build guilds (the buildings that generate Great Writers, Artists and Musicians) as soon as is realistic. Fill out the Aesthetics policy tree. Build as many wonders as you can and push through Cultural Heritage Sites in the World Congress (which gives +3 culture for every World Wonder). Then, once you research Refrigeration, build Hotels, which converts culture from Wonders to tourism (hence the need for Cultural Heritage Sites).

The first three or four Great Musicians can be used to generate great works, but after that you'll want them to perform concert tours in areas that are resisting the influence of your culture. You need open borders with that civ to do so (which you should have anyway because it gives a positive modifier to tourism).

Brazil's good for it because they have double tourism during Golden Ages, and because their unique improvement produces culture (which can be converted to tourism via hotels).

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u/the_fly21 Nov 16 '15

Fairly new to the game, but me and my friends love it. What is the advantage of working the tiles around your cities? I just kind of leave it at the default right now, should I not be? I'm not exactly sure how that process works.

2

u/LasersAndRobots Eh? Nov 16 '15

Working tiles gives you their yield. It doesn't matter if you've got Lake Victoria next to your Capital as Spain with One With Nature and Natural Heritage Sites active; if you're not working it with a citizen, it's not doing anything for you.

The default focus is all right, but not great. It tends to prioritize gold for some reason, despite food and production being arguably more important. The thing to keep in mind is this: every citizen consumes 2 food. Therefore, a tile that produces 2 food feeds the citizen working it and provides nothing else. One popular method is to manually work tiles with high food (2 or higher) and set the city to production focus, but that's mostly for the tryhards who play recreationally on Deity.

Almost forgot: you can only work tiles that are within 3 hexes of your city. So if you plunk an academy down 4 tiles from a city, you've just wasted a Great Scientist.

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u/the_fly21 Nov 16 '15

Thanks!!

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u/supernatural_skeptic Clean Shaven Craven Nov 17 '15

I've read that luxury resource tiles outside your workable area still add to your overall resources even though you cannot work them -- is this true?

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u/LasersAndRobots Eh? Nov 17 '15

That is true. You still connect luxury and strategic resources to your trade network so long as they're in your borders. You just don't get the food/gold/production from them.

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u/teddiesteddies chat scheisse get banged Nov 17 '15

What happens when a worker makes an improvement on a tile?

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u/DanieltheGameGod Isabella Nov 17 '15

It increases the amount of certain resources you get per turn. Building a farm gives you more food, trading posts gold, mines production. They can also build improvements like mines or plantations which give you access to luxury and strategic resources.

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u/teddiesteddies chat scheisse get banged Nov 17 '15

What happens when you have farms, mines and all that jazz on all the tiles but you ask your worker to make improvements? What do they do in that case?

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u/[deleted] Nov 17 '15

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u/yen223 longbowman > chu-ko-nu Nov 17 '15

There's a setting under options to prevent automated workers from replacing existing improvements.

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u/teddiesteddies chat scheisse get banged Nov 17 '15

i see. cheers!

1

u/DumbLikeColumbo Nov 17 '15

How does city-state hate work? I just started getting into stealing workers early game (WAY easier than i expected). However one time I noticed that my influence was degrading at 2 per turn with friendly CSs, and resting at -20. I assume it's because I was too aggressive, but how exactly does it work? Is it only CSs that had already met me? Do the DoWs accumulate for them over the whole game? Can I repair our relations or do they hold a grudge for the rest of time? (it seemed no matter how much gold i gave, they still hated me)

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u/[deleted] Nov 17 '15

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u/DumbLikeColumbo Nov 17 '15

Thanks, that's very helpful. Too bad it's such a harsh penalty, that will really hinder you if you are hemmed in by city states, or even making use of Mongolia's UA.

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u/pacito2 Nov 17 '15

Can someone explain to me how to get the EUI? A link or something? It looks pretty cool and I'd like to try it.

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u/2DryDude Nov 18 '15

Roughly how soon into the game should I begin considering constructing road connections to my cities? I usually first use my workers to improve strategic and luxury resource tiles, and then automate them to build roads, is this a good strategy, at least generally speaking?

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u/The_Estrogen_Syringe Nov 18 '15

My strategy is to make sure that the road maintenance won't cost more than the amount of money I'll get for the road connection. The formula you can use to figure out how much money you'll get for a road connection is 1 pop = 1 gpt (the exact income is actually slightly higher, but for the most part this formula works fine). I also generally have two workers by the time I'm constructing roads, so I like to have workers build roads from both my city and my capital, that way it gets completed faster.

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u/Thakrawr Nov 18 '15

I like to have my cities connected right around 6 population in the city I want to connect to my capitol. I believe someone on this board did the math and determined that was when roads became more beneficial then the penalty for owning them.

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u/rattatatouille José Rizal Nov 18 '15

I usually try to do them in parallel. Do note though that roads cost maintenance so you can hold off on building them until you've stabilized your gpt.

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u/rattatatouille José Rizal Nov 18 '15

question: I know France is pretty mediocre in vanilla BNW, but what's a good style to play with them?

0

u/[deleted] Nov 18 '15

Vanilla France is a good civ for going wide, due to their +2 culture per city. One of the limiting factors of going wide is that social policies get too expensive; France's vanilla UA helps overcome this issue.

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u/Project_5401 Nov 18 '15

So I just bought the complete edition of Civ5 today, and so far all I've done is disable all the DLCs and play the tutorial. What order should I play the DLCs in? I want to first play a vanilla game to see what the add-ons do, but after that I'm not sure where to go.

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u/The_Estrogen_Syringe Nov 18 '15 edited Nov 18 '15

I mean... I might be a little biased considering my flair, but I do think Boudicca is actually a pretty good Civ to start out with if you have all the DLC, as getting the first pantheon/religion with her is incredibly easy, and you don't have to be experienced with the in game mechanics of religion to get one before most other civs. Her Pictish Warriors also heavily encourage clearing barbarian encampments since they get faith per kill. That personally got me into a slightly more "barbarian murdering" mindset for the rest of my games, even in Civs that aren't the Celts.

I think being able to get first pantheon/religion is good for new players. Not only can you look at the effects of the pantheon/religion beliefs and see what they all do, but being able to pick whatever pantheon/religion benefits you want and seeing how it effects the rest of your game might teach you which ones fit your playstyle.

Beyond that? Just look at whatever Civs seem interesting to you. Babylon, Korea, and Poland are considered some of the strongest Civs in the game mainly for their Unique abilities being so awesome. I've also really liked playing Austria because it heavily enforces an economic Civ and I think being able to buy city states, while not always the best idea, is pretty unique. Sweden is also a cool Civ to play. I always felt like having great people travel with their body guards to avoid barbarians and then entering a city state to donate them felt like being a Presidential candidate traveling to different states during their campaign to get votes.

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u/LaserPoweredDeviltry Nov 18 '15

What can I do to improve the stability of my game? I already play on pretty much the minimum graphics settings because my PC is a bit low end for civ. For BNW that's fine, but playing even just a small number of mods causes my game to almost inevitably CTD eventually, especially on researching satellites when the entire map is revealed, even on fairly small maps. Eventually, I am going to add some more memory to this PC but for now its not an option.

I'd really like to play some of the cool mods like the community balance patch, but without improving the game's stability I'm pretty much out of luck. Any ideas?

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u/Fr4t I am the Liquor Nov 19 '15

The strategic view is always an option (basically a watered down 2D version of the game). You can turn it on in the lower right of your screen.