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#101 | |
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Chieftain
Join Date: Nov 2008
Posts: 29
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My question is wether it is possible to make the windowed mode maximized (no top bar) so that i can browse\read the manual\watch a movie on my second monitor. |
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#102 |
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Chieftain
Join Date: Sep 2010
Posts: 14
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1.)When a city has gotten really large (20 citizens or so) how far (in tiles) from the city will workers work? 1a.)I mean is there a point to where you are just building improvements that will never be worked?
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#103 |
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Chieftain
Join Date: Sep 2010
Posts: 11
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Is there a guide anywhere for a total Civ noob?
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#104 |
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Chieftain
Join Date: Nov 2008
Posts: 29
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1. Anywhere up to 3 tiles away can be worked by a city. This is unrelated to the size of the city, though to get a tile 3 squares away from the city early you'd have to manually buy the tiles.
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#105 |
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Chieftain
Join Date: Oct 2008
Posts: 1
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fixed civ positions when starting an earth-game
Does anyone know if it is posible to start a game with the civ specific starting positions? For example, Germans starting in central Europe, and Aztecs in central America.
Thanks! |
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#106 | |
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Chieftain
Join Date: Sep 2010
Posts: 14
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2.) Is it foolish to found new cities or to annex other cities further than 3 tiles away then? Reason I ask is cultural borders spread much further than 3 tiles? If so that means I can put improvements on them but if I don't have another city near those (within the 3 tiles range) then aren't they just pointless? 3.) This might be a bug but when I get into Golden Ages it seems that all my workers are advised to build trading posts. Even over already improved tiles. I still sometimes listen to recommendation from the computer but sometimes it seems they advise that because the gold output is more where as they wouldn't advise that in non Golden Age turns. |
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#107 |
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Chieftain
Join Date: Jul 2007
Location: In your head...
Posts: 49
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#108 | ||||
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Prince
Join Date: Jan 2010
Location: Montreal
Posts: 334
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__________________
Don't be afraid to cross the line. Only those that risk going too far can possibly know how far they can go. - William Bell Last edited by Sarassin; Sep 27, 2010 at 03:04 PM. |
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#109 | |||||||||||
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Chieftain
Join Date: Sep 2010
Posts: 6
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Some answers to a few questions posted here:
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-Connect your cities by Roads or with harbors to form Trade Routes [these generate tons of money]. -Delete unneeded military units to recoup some of their value and lower unit upkeep costs. Quote:
-'Liberating' a city brings that civ or city-state 'back from the dead,' and can only be done to one city per civ or city-state [as, after liberation, they are no longer 'dead']. From that point on, the civ or city-state goes back to running its lands. Any Liberated civ or city-state will always vote for you in the the UN, and by giving an opposing civ back their starting capital city, you may prevent another player from winning by Domination. Incidentally, the reason you cannot raze a starting capital city is to retain the possibility that the extinct civ is later Liberated. Quote:
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1) Do the participating players both get the same tech, and therefore: 1a) Does there need to exist a tech neither civ has in order to start a Research Agreement? 2) Does the cost of the RA increase based on the era you are in? 3) Does increased Science output decrease the cost of the RA? 4) Is it possible that the free tech you are given is the one you are currently working on? Quote:
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And now for my questions: 1) How does the Social Policy cost increase for additional cities scale? Is this based only on game speed, or does era, empire size, happiness, or any other factor contribute? 2) There can be pretty wild swings in happiness and income from turn to turn. In my most extreme instance, I went from -10 to +43 gold per turn over one turn change. In the -10 turn, I panicked and deleted some [~5] military units, but that should not have created the huge jump. Aside from checking my tooltip every turn, is there another way to see what happened? 3) In multiplayer, we noticed only a 50% success rate that the Ruins bonuses were displayed on screen, and these never created items in out notifications logs. Is it possible to get nothing from a Ruins? Will the ruins results be added to the Notifications log in a future patch? 4) The battle predictor is fairly accurate, but the random factor of battles and the predictor's margin for error are unknown. Is there a way to find out? 5) In the cases where an attack seems possible but isn't, no tooltip or information is displayed. Some cases are: -No Ranged Attacks over a hill or forest [unless attacker is on a hill] -Attacker has already attacked this turn [but may move after an attack] Could these and other situations be added to the tooltip / battle predictor? 6) Can the Puppet/Annex popup also offer the option of examining the city before deciding? It would also be very useful to remind the player if the city in question can be razed; it's very frustrating to annex with intent to raze, only to be stuck with an unhappy city because the raze button is inactive. 7) Why can't helicopters hover over coast tiles? I want to be able to attack cities from the shore! 8) I would like buildings and units that cannot be purchased to appear on the purchase list with 'cannot be purchased' listed as the cost. It took a while to realize that I couldn't buy a Courthouse in an unhappy annexed city. 9) I would like the one tile that will be selected for the next area expansion to be highlighted, rather than the 1-4 'good tiles' that I assume are all candidates for selection. Better yet, I'd like to select the tile I would like to expand into next time expansion is possible. 10) I would love to have a button that allows me to select a resource and dim all other resource icons on the map, thus making it easier for me to find a resource that was just revealed through tech. Scrolling the map for several minutes looking for coal is no fun. 11) I would also like a small number to appear on the resource bubble, indicating the quantity of the resource so that I don't need to hover over the tile to find out. 12) I would like a list of all resources I have access to - basic, luxury, and strategic - as well as info on how I access it [trade, City-sate relation, national borders], and how long I'll have it [remaining duration of trade agreements]. Last edited by Shteevie; Sep 27, 2010 at 05:19 PM. Reason: grammar corrections |
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#110 |
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Prince
Join Date: Jan 2010
Location: Montreal
Posts: 334
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All great suggestions Shteevie, you should post them in the appropriate "ideas" forum) so they get more attention.
__________________
Don't be afraid to cross the line. Only those that risk going too far can possibly know how far they can go. - William Bell |
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#111 | |
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Chieftain
Join Date: Sep 2005
Posts: 81
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http://forums.civfanatics.com/downlo...=file&id=15400 |
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#112 |
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Chieftain
Join Date: Mar 2006
Posts: 5
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DX9 vs DX10/11
I dont know if this has been covered yet, but I am having a problem with Civ5. I can run the game perfectly fine in Dx9 but the game seems to get caught up every time I play in the Dx10/11 setting, at first I thought the first patch would fix this but it seems that I was incorrect
I have tested my pc using 3D Mark and passed just fine, the computer is about 3 years old, but was pretty top of the line back then.My quick specs are: Q6600 2.3 quad core processor 8800GTX Nvidia GPU 8GB Ram Any suggestions or ideas? |
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#113 |
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Little Monster
Join Date: May 2007
Location: Vancouver, BC
Posts: 155
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How come you can't play 2 players on the same computer like in the other civ games. This is like civ rev single player unless online.
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Has Civilization IV, Civilization Beyond The Sword Civilization Revolution & Civilization V |
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#114 |
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war! what is it good for?
Join Date: Jun 2008
Location: Melbourne, Australia
Posts: 63
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Can I block another civ's army (that's moving to fight another civ) just by planting my workers in their way? So the only way they can get past is to declare war on me?
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#115 | ||
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Prince
Join Date: Jun 2007
Posts: 351
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Yeah, I don't see why not. |
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#116 |
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Chieftain
Join Date: Sep 2010
Posts: 12
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Can I use forts as canals for ships to use like in civ4?
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#117 |
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Chieftain
Join Date: Sep 2010
Posts: 18
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When an Open Borders trade expired in my current game, the other and I continue to be able to trespass with no ill effects. Glitch?
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#118 |
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Chieftain
Join Date: Apr 2004
Location: TBA
Posts: 37
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Are there any penalties, diplomatic or otherwise, for raising a city?
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#119 |
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Code Monkey
Join Date: Jul 2004
Location: Lino Lakes, MN, USA
Posts: 593
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How can I see the worked tiles in the main view?
Can I see them in the strategic view? I can see them in the city view, but I'd like the bigger picture...
__________________
Regards. Markus5. Outside of a dog, a book is man's best friend. Inside of a dog, its too dark to read. - Groucho |
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#120 | |
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Prince
Join Date: Jun 2007
Posts: 351
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As far as I'm aware, you can only see it in the city view. |
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