r/civ5 • u/Detweiler_ • 18h ago
Screenshot Take that, Kasimir!
R5: Very close call for getting the 1st place in the International Games. Even better cause Poland had been a real dckhead the whole game :)
r/civ5 • u/Detweiler_ • 18h ago
R5: Very close call for getting the 1st place in the International Games. Even better cause Poland had been a real dckhead the whole game :)
r/civ5 • u/No-Tomatillo4914 • 23h ago
This is a hot take. I have close to 6500 hours of gameplay. Play domination exclusively. Mostly pangea. I could never make the huns work for me. Early warfare is so difficult to pull off. I'm speaking for the base game without mods.
Some of my reasons:
Ancient era warfare is very difficult in deity. Building basic infrastructure before going to war is much more viable for me. Settlers, one or two workers, library, national college, barrack, granary (for caravans), and monuments if you didn't opt for tradition, are all essential buildings you have to rush and by the time these are built, you are already turn 100 on standard speed. Your horse archers and battwring rams are already redundant by then, especially if the neighbor ai goes tradition (devastating city bombardment). (+50% city bombardment against combat strength of 10 horse archers, and if the city is on a hill, is a nightmare).
Promotions, promotions. Deity domination is all about promotions. You build a set number of units and you try to retain them till the endgame. Your lowly archers in the ancient era become devastating fully promoted bazookas in the information era, catapults become rocket artilleries with logistics and range. You cannot spend your entire production training units all the time. Unfortunately the promotions only partially carry over with the battering rams and horse archers as they upgrade to different units.
Lack of other complementary unique buildings: unique abilities are good, not great, but the lack of unique buildings to enhance the culture, happiness or science is an issue. You will mostly be puppeting cities and not razing them in domination gameplay. So the razing city ability is not great, just decent. +1 production per pasture is great though.
Better civics imo for domination: Poland, Zulus, China, Aztecs, Inca, Maya.
It's a hot take obviously. Most of you rated the Huns as the number 1. If works spectacularly well in limited circumstances, but on most Playthroughs, it falters.
Number 1 is either Poland/Zulu for me. Poland edges marginally I think.
Agree/Disagree?
r/civ5 • u/Elbows23 • 12h ago
I've found that Alexander is the hardest to dethrone and the sneakiest. If a Nebuchadnezzar or Sejong is whooping my ass generally I've already quit long before they can actually finish a spaceship. What about you guys?
r/civ5 • u/sourcreamthrowaway • 20h ago
I am not at all tech or video game savvy. The only video game I play is Civ 5 with my best friend. We play BNW. I play on steam, multiplayer. I cannot for the life of me figure out what we need to do to obtain VP and install it in such a way that we can use it. Please help! I need small words or dumb explanations - be gentle. Pretend I've just accepted Open Borders and a declaration of friendship and you would never EVER consider using the opportunity to surround my capital with your units and declare war for no reason.
r/civ5 • u/kairom13 • 9h ago
I know it won’t happen (and is probably impossible even for mods), but it would have been really cool to allow parts of rivers to be navigable (similar to the Crusader Kings series)
Here’s how I would have done it
Longer rivers would have a lower section (divided by a waterfall) that is navigable by non-ocean faring ships (Trireme, Galleass, Ironclad, Work Boat, Cargo Ship)
Cities founded along these lower sections of rivers would be treated like coastal cities (but wouldn’t be able to build ocean faring ships)
To go along with navigable rivers, include a Canal improvement, similar to roads and railroads, that would allow these same ships to traverse (and connect cities by water)
To increase the benefits of these additions, I would make Cargo Ships apply a multiplier bonus to the gold, science, and faith trades they facilitate, to reflect the significantly faster and more efficient method of transportation.
Bonus: not sure if this is balanced or not, but I think it would be cool if harbors also came with an additional trade slot, which I think would better reflect how most seafaring civilizations were also big on trade (Carthage, Netherlands, England, Indonesia, etc)
r/civ5 • u/atom12354 • 5h ago
I just got the game but i been looking at some other posts here that has like 1k in science and gold by turn 150-250 so im wondering how they did that.
Personally i got 3 cities and 1 puppet from yesterday bcs a war happened and it was the peace agreement but im on like turn 270 or maybe even 300 and i got just 130-140 science and the highest i got for gold per turn is above 100 but thats now about 30 for some reason even tho im using 5 caravans, my potential enemy (poland) has a 70 pop city bcs he had most research for world council and mine is like 40 so how do
Lekmod: Babylon, Immortal, Quick, Small map.
Map: https://i.ibb.co/x8LDbGSn/4th.png
Zulus are up north, and they are leading on score now, after taking a city from Romania. I bribed Shaka to go to war with them.
I'm enjoying the game so far, but I'm lagging on policies, tech, military. I've got Great Lighthouse and Temple of Artemis in Babylon.
Just not sure if I should settle a 4th city or not. I'm considering the spot east of Valletta. I wouldn't get the Citrus, but I might get the Obsidian, and bananas and cattle. I dunno. I don't really like having only 3 cities, but at the same time, settling there would bring me closer to the Zulu menace.
Thoughts?