What I'm saying is you have the tools right in front of you. Nobody will have hacks this early in the life of the game, but you can play around with settings and find out for yourself what is eating so much performance as you put it. Be proactive!
You can easily experiment for yourself to find a comfortable balance between performance and visuals. The video settings have a detailed list of configurable options including AA, shadows, ambient occlusion etc. I'd think about playing with those to see if you can find the right balance.
FYI...
That bug is infuriating. It's bad enough that there's no build queue, but on top of that I can't tell what the last thing I built was in order to remind myself of my plan and what I had planned to build next. Double whammy.
AI hates me if I'm too strong
AI hates me if I'm too weak
AI hates me if I build too many wonders
etc.
Is it even possible to maintain a friendly relationship with an AI civ?! Even civs that I've been doing peaceful and symbiotic business with for centuries (trading luxuries, research...
Why wouldn't decreasing military production times at least help? That along with tweaking what units the AI builds during a war would be an improvement I think. My experience so far has been that a) the AI can't recover quickly enough after exhausting units against my defensive wall to hold...
GT 230??? That made me do a double-take with the rest of your system specs. That is one underpowered card to go with that CPU and RAM. I have much less CPU and RAM than you but with an ATI 4870 and don't have any graphics issues.
It certainly does, if that's your bag.
The more I think about it the more it seems like there could be a nice middle-ground compromise somehow. I just can't think of one right now.
One theme I see repeated many times in this thread and elsewhere is what I consider inaccurate use of the term "complex"/"complexity". There were more systems in Civ 4. I believe that to be fact, not opinion--please correct me if I'm wrong. But the way these systems were implemented in Civ 4...
This simple statement represents the fundamental shift in philosophy in Civ 5. You actually have to plan ahead now, and when you're in a bind it's not a quick flick of the sliders to get you out of it. So much of Civ 5 requires real planning and strategy, and so far I think it's a change for...
lemmy,
I'm with you on the sliders. Now that I've played without them I see how they encouraged short term thinking rather than long term planning. Thinking back now, the massive pendulum swings that you could perform between the slider values was a bit silly. The new way is harder since you...
I played around a bit and here's what I think I've figured out:
Neighboring civ land grab > resources > productive tiles
I built a city with both fur and sheep 3 tiles to the northwest and a neighboring civ city 5 tiles to the east. The city screen highlighted some tiles to the east in...
I think it does try to grab the resource if you buy the in-between tile, but I'm not crazy about having to spend gold to get it to do what it should probably be smart enough to do on its own.
Interesting point. Worth a try anyway.
Oh believe me--I knew about those pink-ish purple...
It prioritizes tiles with resources. I'd imagine that if there were multiple resources it would prioritize military ones first, from more current to least current.
I wonder if it's smart enough to make a beeline to a vital resource 3 hexes from the city? If it's 2 hexes away from the city...
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