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The Civilization V Thread

Can someone please explain to me the tactics that revolve around a non-military win, I mean if politics is either broken or unusable and you can't use military for a win then I have try something else. But for example a technology win, other than optimising your citys for research (1 click each) and creating alliances where you share technology...is there any other kind of tactics, it doesn't seem so?

Military seems like the only really interesting option to me, that requires some strategy and planning ahead, expanding the cities isn't really very hard at all.
I think cultural victory is a pretty interesting path. Each additional city you build increases to cost of new policies by 33%, so it's this careful balancing act of keeping your empire small, but still trying to keep up with your military and technology so you don't get conquered, all while trying to push your cultural output as high as possible.
 
It's a decent game, I like some of the changes, but others I could do without.

Very buggy, I received 4 cities from AI to stop the war, and the game would not let me end my turn until I gave orders to the cities even though they were puppets. So I had to annex them to continue playing very annoying.

Game is severely unbalanced, GE, GA, and GM are horrible, the wonders are horrible, and take way to long to build for mediocre results. Then the GS are so amazing, free tech that you can pick.

Also a cool trick to try on a Pangaea map is get some horsemen and roll the AI. They wont build spearmen until its to late.

With a few patches however and some additional content the game has the potential to be very good. I do however like the way the combat system plays out now that you can no longer stack units.
 
Game is severely unbalanced, GE, GA, and GM are horrible, the wonders are horrible, and take way to long to build for mediocre results. Then the GS are so amazing, free tech that you can pick

Wtf does any of that mean!!!
 
I'm really surprised they threw away all the advances they made in civ4 + expansions with espionage, corporations and religions in favor of hex maps and a cultural policy system?

I don't miss the espionage and corporations all that much, but the culture-based policy system seems like a strange decision to go. Takes away a lot of the strategy of choosing the right policy for the right time - they really need to allow you to change policies and get credit to open a new one or something.
 
lol acronym overload

GE = great engineer, GA=great artist, scientist, etc.

Artists are actually nice during border wars, you can steal the land to gain and deny combat bonuses from the 'fight on your land' policy or certain wonders. It can be a +50% swing between what they lose and what you gain.

Engineers are obvious, gaining one means a free instant-build Wonder. There are a bunch of great Wonders, starting with a rush to Stonehenge for lots of culture.

Generals are huge. Basically a big movable combat buff with a big radius.
 
Sorry, I shouldn't have used abrv.

They are just for the great peoples, so GA would be a great artist, GS a great scientist. That should clear that up.

As far as the wonders are concered they for the most part are mostly irrelivent, and the AIs tendancy to spam wonders early game doesn't help. Some are crazy good like the taj'mahal which iirc gives you a 25 turn or so golden age. But take for example the collosus which used to be decent adds only one gold on a plot that only creates one gold inof itself. Realisticaly that early in the game you won't be using the coast plots very much.

I hope that clears up what I was saying. If there are some horrible misspellings I'm on my phone right now so not a spellcheck.
 
This game brings my computer to it's knees even on the lowest settings at 1920x1200. I'm on turn 200 something and it lags like hell, taking forever, and randomly freezes for up to five seconds and resuming again. :(
 
This game brings my computer to it's knees even on the lowest settings at 1920x1200. I'm on turn 200 something and it lags like hell, taking forever, and randomly freezes for up to five seconds and resuming again. :(

The way they process turns seems to be the same since Civ II. VERY inefficient.
 
This game brings my computer to it's knees even on the lowest settings at 1920x1200. I'm on turn 200 something and it lags like hell, taking forever, and randomly freezes for up to five seconds and resuming again. :(
Wierd, we've got pretty similiar setups and I have no issues even in the late stages of the game.
 
Mine DRAGS on a Huge map with 18 civs.

Mine does as well, on a i7 with 4 gigs of ram. If I do a huge map now I just kill off most of the civs, and all of the city states.
Not being able to raze a city state is ridiculous. So is not being able to raze a Capitol for that matter.
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This is my first huge map on Civ V, and it is now crashing at turn 325... wow, this sucks.
 
Mine does as well, on a i7 with 4 gigs of ram. If I do a huge map now I just kill off most of the civs, and all of the city states.
Not being able to raze a city state is ridiculous. So is not being able to raze a Capitol for that matter.
Posted via [H] Mobile Device

Completely arbitrary nonsense, just forces you to put up with greater population unhappiness, I just tend to raze cities even the ones in good positions and build me own to avoid bonus unhappiness.
 
This is my first huge map on Civ V, and it is now crashing at turn 325... wow, this sucks.

yep, doing my first huge marathon.... at turn 480 and stare at please wait for a good 15 seconds... best part is if a sound clip is playing at that moment it gets looped, some of the mumbling sounds actually sound like office conversations lol.
 
So from what I've read in the 2k forums, the slow down later in the game between turns is largely related to AI worker pathing, and the large armies of workers the computer tends to make. This is already being addressed in the upcoming patch thankfully. Unfortunately, it still won't make the AI any smarter when it comes to diplomacy or combat.
 
Wtf does any of that mean!!!
GE = Great Engineer
GA = Great Artist
GS = Great Scientist
GM = Great General (I assume)

Can't say I really agree with his assessment though. The GE's special building adds +4 production to whatever square you build it on. That can be a huge boon to a city with a lot of production enhancing buildings/wonders. And the great general can completely change the balance of a battlefield. The GA is the only one that I can't ever find much use for, as their culture bomb ability has pretty severe diplomatic consequences and their special building is only worth putting on a tile you have no other use for (since it removes any other improvement). Also, wonders are hardly worthless. Half the time it's worth having one under construction just because it gives you great person points and doesn't cost any upkeep.
 
Wierd, we've got pretty similiar setups and I have no issues even in the late stages of the game.

I played with 12 city states and 12 other countries on a large map. :(

Next turns is about thirty seconds and it still freezes. Hopefully the new patch fixes this. I really enjoy the game but I have to say Civ4 was much better, seems like they dumbed down this one too much.
 
I think cultural victory is a pretty interesting path. Each additional city you build increases to cost of new policies by 33%, so it's this careful balancing act of keeping your empire small, but still trying to keep up with your military and technology so you don't get conquered, all while trying to push your cultural output as high as possible.

I finally completed a cultural victory, ended up having just 4 cities with a ton of puppets. Was going to just go at it in isolationist mode, but Catherine decided to attack me. So I just made all her cities puppets and it worked out pretty well. Going to try a diplomatic one next, that's the only other one I haven't completed yet.

Just wish they'd get SLI working correctly.
 
Diplomatic is not that bad, just let the AI take over the city states, take them back over and give them back, so they are allies with you. Keep them happy until the UN votes start and they vote for you. On a standard map, you need like five I think to win the UN vote and then you win the game.

How do you win the cultural ones though? Is it like building more wonders or something or getting enough culture to finish off four or something tree's in the culture tree?
 
Yeah, build wonders and improvements that add more culture per turn. You want a low number of cities, since each additional city means you need more culture per advancement on the tree. There are several trees that you should complete for culture, since they give you free policies or boosts in culture per turn, Piety being the big one. You have to complete 5 trees and then you can build the Utopia Wonder to trigger the win.
 
Anyone seen any way to change the order of the save games to show the most recent on top? Having to search alphabetically, with no apparent option for any other sorting method, is very console-ish - and is really pissing me off.
 
I have to say, "greeness" aside, the game is quite good. Use your gold to BUY units when possible, especially workers. They take forever to build, so just save a few turns and buy them. Frees up other production.
 
I have to say, "greeness" aside, the game is quite good. Use your gold to BUY units when possible, especially workers. They take forever to build, so just save a few turns and buy them. Frees up other production.

Yeah, that was the biggest mind shift for me. I was used to pumping out tanks in the late game in only a turn or two at my big cities - now it still takes double-digit turns for each one. Seems so much easier to pump up gold production and just buy your way to victory - so much different than the scrimping, saving ways of Civ 4.
 
Yeah, that was the biggest mind shift for me. I was used to pumping out tanks in the late game in only a turn or two at my big cities - now it still takes double-digit turns for each one. Seems so much easier to pump up gold production and just buy your way to victory - so much different than the scrimping, saving ways of Civ 4.

In the end, it is more realistic that way. Governments buy units for their armies, they don't spawn them... lol.

Now they just have to make the AI figure that out and flattening a continent before gunpowder will not be so trivial. :D
 
In the end, it is more realistic that way. Governments buy units for their armies, they don't spawn them... lol.

I would have to disagree on the realism part. It may make sense that governments devote money (resources) to produce armies but with such a gold heavy emphasis Civ 5 effectively lets you spawn an army on demand to respond to any threat. It sure isn't realistic to suddenly produce an entire professional army in one turn out of thin air.

If you look back at every major war in history, the opposing forces couldn't just conjure men and materials out of thin air to immediately counteract the threat. Time was always a crucial element in the response to war (in addition to money) and the current game mechanics discounts the importance of it.
 
I would have to disagree on the realism part. It may make sense that governments devote money (resources) to produce armies but with such a gold heavy emphasis Civ 5 effectively lets you spawn an army on demand to respond to any threat. It sure isn't realistic to suddenly produce an entire professional army in one turn out of thin air.

If you look back at every major war in history, the opposing forces couldn't just conjure men and materials out of thin air to immediately counteract the threat. Time was always a crucial element in the response to war (in addition to money) and the current game mechanics discounts the importance of it.

How much time passes per turn?
 
How much time passes per turn?

In the late game it is only like half a year (or it was in Civ 4, not sure about Civ 5). In the early game it is like 10 years - during which time my warrior can walk from the forest to the hill. So time doesn't really matter.
 
The amount of time in years that elapses between game turns is irrelevant. Do you think it actually takes several hundred years to train an archer or horseman? The year is there for fluff and to relate it to a human time scale. The number that matters is the turn number because regardless of the amount of time that passes as the turn "year", you shouldn't be able to suddenly whip up a regular force in the turn immediately after a DoW to make up for the many turns you neglected your army.

That isn't to say you shouldn't be able to use gold to greatly speed up production/training, but you shouldn't be allowed to completely disregard one facet of the game and then buy your way out of it when needed. If you want the unit right away it should start as a conscript unit since it was purchased in haste and should not start out at the same strength ratings as a regular unit.

The whole idea is that if you're caught flat footed and without proper defenses, you should be at real risk of losing territory until your increased military spending allows you to catch up and any rushed units gain real experience. Additionally, you should have to make the conscious decision whether you want to build/pay for a standing army or accept some negative tradeoff in being able to buy/rush military production.
 
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I would have to disagree on the realism part. It may make sense that governments devote money (resources) to produce armies but with such a gold heavy emphasis Civ 5 effectively lets you spawn an army on demand to respond to any threat. It sure isn't realistic to suddenly produce an entire professional army in one turn out of thin air.

If you look back at every major war in history, the opposing forces couldn't just conjure men and materials out of thin air to immediately counteract the threat. Time was always a crucial element in the response to war (in addition to money) and the current game mechanics discounts the importance of it.

In certain ways it is. Through the use of tech and the tech tree you could say that "you're always spending money on a military", at least in the sense that every science building costs money, and that science is a resource. If you look at it that way, using money to buy an army during wartime is no different than having a draft.

I think think that you bring up a good point with having a "standing army" versus not, but unless you want to force every player to go with "Autocracy" in order to maintain an army, I don't think it necessarily makes sense game mechanic wise to force players to have ones. Unless they want to rebalance the cost of maintaining units. However I already think that the game leans in the favor of domination. With standing armies there would be virtually no point in doing any other form of victory. Why have a bunch of military units and never use them?

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Additionally paying money is the trade-off. It's already difficult to maintain cities with tons of buildings and roads, keep up the science, happyness, and culture when things are going smoothly. Most players don't have 1000's of gold lying around. If a war starts suddenly most players will be able to buy 2-4 units. Not 10-15. If the other player was planning a war strategy all a long, 2-4 units will not stop a well planned attack with a full army. (In which case the obvious outcome is loss of territory)
 
In the late game it is only like half a year (or it was in Civ 4, not sure about Civ 5). In the early game it is like 10 years - during which time my warrior can walk from the forest to the hill. So time doesn't really matter.


depends on the game mode you play. in quick mode its 20 years and then after 1950 its 1 year i think. though i dont usually pay attention to it but those are the numbers i some what remember.
 
Is anyone else still having the dual monitor issue? Go to the edge to scroll, and the mouse just goes to next monitor?
 
Additionally paying money is the trade-off. It's already difficult to maintain cities with tons of buildings and roads, keep up the science, happyness, and culture when things are going smoothly. Most players don't have 1000's of gold lying around. If a war starts suddenly most players will be able to buy 2-4 units. Not 10-15. If the other player was planning a war strategy all a long, 2-4 units will not stop a well planned attack with a full army. (In which case the obvious outcome is loss of territory)

I see your point, but it's also logical that if the other party was preparing for a war and you weren't.... they'll have the upper hand.
 
Is anyone else still having the dual monitor issue? Go to the edge to scroll, and the mouse just goes to next monitor?

Yes, my son has this issue still.

Also, I have the crash issue, but it was reduced after the big patch. However, it still crashes once or twice a night, typically around 8 turns after the auto save...lol
 
I see your point, but it's also logical that if the other party was preparing for a war and you weren't.... they'll have the upper hand.

Well that was in specific response to PhatalOne's last two posts, I only bothered to use the quotes on one of them. He believes there needs to be an additional penalty for buying the units like having purchased units be weaker or the like. I was merely pointing out that the gold cost is the penalty. You'll lose territory whether you can buy units or not if someone attacks you.

In other words (for clarification): It isn't as though anyone can purchase 20 units to stop an invasion, so from a balance perspective there doesn't need to be an additional penalty above paying gold. The mechanic isn't 'broken'.
 
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