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    Performance for those who play in Boot Camp

    Thought this would be helpful for those who are looking to pick up the game and want to know how it's performing so far using Boot Camp. Here's what I'm playing on and how it's doing: 24" iMac (mid 2007) 2.4 GHz Intel Core 2 Duo 2 GB RAM ATI Radeon HD 2600 PRO with 256MB of GDDR3 memory...
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    Civ V - Beta 2

    Think he was just talking about the time it takes in between turns. Supposedly they are working on the issue (other Civ/CS workers seem to be the problem), but it probably won't be in the first patch. Edit: Thread where I saw this info...
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    Am i doing it wrong ?

    Average production/city isn't a good way to judge your production. You only need 2-3 high production cities, so the question would be how many hammers are you top producers spitting out? As far as the gold, it certainly could be better. Like lissenber said, try putting more trading posts on...
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    Civ V - Beta 2

    Just my $0.02, but I would do it the other way. The game tells you that you can right-click to put off picking up a policy. To me that implies it's working as intended and that the developers decided that should be a strategy. On the other hand, delaying the free tech doesn't have that message...
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    Civ V - Beta 2

    You only get 1 science from trading posts, despite what the tooltip or anything else says. Guessing this is the intended effect and that they never updated the documentation.
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    I wish I could build marshes instead of draining them

    Never thought of them like that, but you're absolutely right. I'm going to have to think twice when I'm about to drain them. Luckily you can stick a TP on them without having to do that.
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    City management when they are specialized

    Always depends on your needs. I always default to a gold producing city, but if I need production or science, I go with that. Terrain also plays a part as well, at least as far as science vs. production. TP's can be placed practically everywhere.
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    Civ V - Beta 2

    Finished in 1914, but could've done much better if I had more than one city with decent production. My starting position had marble, two silvers, two fish, two wheat, a short river, and hills all over. Big downside was being all alone on the island, which allowed me to never worry about...
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    Some Early Thoughts

    Agreed. The funnest game I've played so far was as Gandhi with only two cities and Persia declaring war every opportunity they had. My capital was well protected by a choke point, so my second city took the brunt of it. Two siege units, two mounted units, and later on a citadel, was the only...
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    Should you pick your desired victory at the beginning?

    I usually have an idea when I start, but I keep my options open. My last game I had in my head I wanted to win Domination, but Siam engulfed the other continent and I got lazy and went the science route. Probably could've done Diplomatic since my economy was healthy and had a fair amount of...
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    Poll: Selling Buildings

    ^ This. Stops exploits and also based on reality.
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    Can anyone offer any advice for economy in late game?

    Just my strategy for my puppets. I'm also playing on Prince. - TP spam for all puppets. - When happiness is around +10, annex the one producing the most useless building. - Rinse and repeat. Puppets seem to be pretty good at building happiness buildings when the need arises, so its always just...
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    Prevent being flanked

    Have you noticed not getting the bonus if adjacent units are faced the wrong way? It should work no matter what direction they are facing.
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    Does the AI even try to win?

    I've heard of the AI achieving a cultural victory before, but I have yet to see any AI go for anything besides Domination. Unfortunately, the AI is so bad at attacking across continents, a Domination victory is probably impossible for it unless the map catered towards it.
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    Stopping or controlling growth

    The 'Avoid Growth' toggle does exactly what you suggest: it reassigns citizens to other tiles or as specialists.
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    Stopping or controlling growth

    If that's all there was to it, then yes. There's also the fact that excess happiness goes into a pool for a Golden Age. I would imagine going negative would take away from that pool (haven't seen it myself to verify), but either way I want that pool to fill up. Plus, if for some reason you...
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    Stopping or controlling growth

    Good point. Since they made happiness Global, there really should a be a Stop All Growth toggle somewhere.
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    Stopping or controlling growth

    I don't see how you have to decide. If you happen to reach a point where don't want to loose anymore happiness, then turn off growth in all cities. When it spikes back up, turn it back on. If you really want to micromanage, you would maybe stop all but one or two cities when you get close to the...
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    Resources and Units question.

    You get to keep the units, but you will go into negatives as far as resource goes. edit: Played on Warlord, and it was only 1 unit. Can't say the same for different scenarios.
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    Happiness Broken by Map Size

    From what I can interpret (I hope I got it right) is that unlike in Civ IV where maintenance could be offset by a few cities specializing in commerce, you are limited to how much happiness you can actually generate. Cities can self-sustain their population, but the unhappiness generated by...
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