10 cool things in civ5 article - 17th Sept.

Much more tactical, love it. This game is certainly for the armchair generals among us.
 
Great General farming was nearly as easy in Civ4, and much more profitable... I don't see a problem with this, as it's only a few XP a turn.

Remember without a certain upgrade, ships only seem to heal in your own land.
 
Remember without a certain upgrade, ships only seem to heal in your own land.

I'd forgotten that -it's an important point here, and removes my concern almost entirely. :)
 
What happens to resources if the enemy has parked a unit on a resource you're harvesting/mining/whatever? Is it unavailable to you making your units fight at half strength?
 
air recon:

in Civilization V, you'll never launch another recon missions. Instead, aircraft are assumed to be running recon missions every turn,
which is represented by giving them a six hex visibility range.

This should add to the "battleship vs carrier" debate. Barring facing the English (or certain social policies and wonders), a carrier should be able to stay just outside the ranged attack and movement of a battleship and continue to pound them (as long as their fighters/bombers survive...). And even if the carrier is defenseless, they've STILL got a 1-tile movement advantage.

(Granted, add in escorts and it muddles the debate again...)
 
It's not like there isn't enough to do in a Civilization game. But in the event that you'd like a little direction, Civilization V presents missions. Every city has a good it wants. If you give it that good, the citizens will celebrate by, uh, having a lot of sex (the city gets increased population growth). Also, many city-states have similar requests that will make them like you more.

i liked that, previous to this i was under the assumption that only city-states gave missions.
 
This should add to the "battleship vs carrier" debate. Barring facing the English (or certain social policies and wonders), a carrier should be able to stay just outside the ranged attack and movement of a battleship and continue to pound them (as long as their fighters/bombers survive...). And even if the carrier is defenseless, they've STILL got a 1-tile movement advantage.

(Granted, add in escorts and it muddles the debate again...)

A battleship has a range of 3 and at least 4 movement, and a carrier has 5 movement. I think its going to be tough to stay completely out of range.

It has been said that you can not rush courthouses.
This has been reported numerous times in developer interviews.
 
I'm curious how the game handles which units get weaker at a resource deficit. If I have 5 iron units, and lose one source, so now I have 5/4 units to iron... which one get's weaker?

If it's the order in which they were built... time to keep track of those potentials.
 
It sounds like: all of them.

Which is simple, but seems like too much of a punishment; 20 iron and 21 swordsmen, and they *all* fall apart?

It makes me worry that resource trading might not end up being very interesting, because it could leave you severely stranded and forced to disband units.
 
It sounds like: all of them.

Which is simple, but seems like too much of a punishment; 20 iron and 21 swordsmen, and they *all* fall apart?

It makes me worry that resource trading might not end up being very interesting, because it could leave you severely stranded and forced to disband units.

Yea, if I have 21 swordsman and I lose some iron, I'm disbanding the ones that are over the limit.
 
The weakness could scale. 21 swords and 20 iron means all of your swords fight at 95.2% effectiveness. (if this isn't the case, it should be modable!)

Hmm. A mod where when you are cut off from supplies of your required resources, a HP multiplier stat starts falling from 100% down to some function of the fraction of supplies you have access to. Maybe even something non-linear, where units at perfect health are less effected (while wounded units are more effected, and maybe have issues healing up without supplies).

Then there would be a military use for blockades -- it would cause damage to the defenders as their resource-requiring units would decay, and slow down the rate at which defenders can heal themselves up.
 
Yea, if I have 21 swordsman and I lose some iron, I'm disbanding the ones that are over the limit.
Which makes you incredibly vulnerable to trade agreement disruptions.

Why would I trade for extra strategic resources if doing so puts me at risk of having to disband all those extra units, when I don't know enough about the attitudes of the AI to know if its likely to strand me or not?
 
Which makes you incredibly vulnerable to trade agreement disruptions.

Why would I trade for extra strategic resources if doing so puts me at risk of having to disband all those extra units, when I don't know enough about the attitudes of the AI to know if its likely to strand me or not?


Yea, them's the risks. I guess you play it safe and invade people for their resources....:)
 
Why would I trade for extra strategic resources if doing so puts me at risk of having to disband all those extra units, when I don't know enough about the attitudes of the AI to know if its likely to strand me or not?

Meh, think of it as a buff. For x turns you military is stronger.

So basically I see strategic resource trades as something you do when you're going to use them, not something you sit on as a power score increase. It's like Total War from the policy tree (for 20 turns your units fight have +33% combat) Though it requires more thought.

If of you trade for some strat resources, and then go to war using those 5 extra units you just built and take X cities... technically the cost of those 5 units bought you X more cities... Or conversely, prevented you from losing X cities if you were severely threatened.

An Example, for the defensive side... buying a handful of oil and pumping out some bombers to halt a larger advancing force on your territory. Since history in past games show us that A.I.'s are receptive to peace if their initial military "gambit" fails... the purchase of your airforce saved you from losing a few cities and halted the war... Which would probably turn out to be much cheaper and less beneficial to your enemy than trying to negotiate peace with them directly.
 
you do realize having 21 swords men requires massive iron deposits, i mean in the greg video he had what maybe 5? samurai and a trebuche.
 
but how can it be denied?

Maybe the rules should be changed so that units don't get XP for being on the receiving end of bombardment. I mean, it makes sense for a defender to get XP from actual combat, but getting XP just for sitting there while someone lobs projectiles at you from a distance is a bit nonsensical.
 
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