If you are careful, you can also save Advanced Settings. Find the GameInfo folder, typically here:
C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\Assets\Gameplay\XML\GameInfo
There are two xml files of interest:
CIV5PlayerOptions.xml
CIV5GameOptions.xml...
Build a few warriors and spawn a few brutes. This allows quick exploration, important for strategic planning. Steal a couple of workers.
On King or Emperor level, you sometimes then have an opportunity for a Brute Rush against a militarily weak wonder-builder, such as Egypt. Be sure to have...
1upt Rocks
That doesn't mean it can't be improved.
Great Leaders should not count against stacking.
Non-combat units should be able to link to a combat unit for convenience.
Workers should be able to share space with non-enemy combat units.
Pathing should use rally points so that...
It has the advantage of leaving culture cost the same throughout the game. The player will immediately see the change in accumulating culture, and the mouseover could provide the dilution factor.
Yeah, imagine fighting a devastating world war, nuking two cities, building the U.N., sending massive aid to smaller powers to win their support, and then winning a diplomatic victory.
The average is the weighted average over time. And the easiest way to determine the weighted average is exactly your proposed mechanic. If you take on a bunch of new cities temporarily, it will only affect culture accumulation temporarily. If you gift away a bunch of cities, it will only affect...
Whether you agree with this decision or not, the game is depicting the tactical and strategic on the same map. That means flanking opportunities. As Zydor points out, proper use of terrain to protect ranged units is essential. On open, dry terrain, knights would flank and overrun archers. But on...
That's right. You need to destroy the enemy army. The cities will then fall in short order.
Sword and catapult or sword and archers are great fun, even if (or because!) they require more attention to detail. Add a scout or horseman, and a spearman or two to protect the flanks, and you have...
Naval combat should be quick and decisive.
Naval units should have melee attacks until the industrial age, and should occasionally be able to capture enemy units.
Embarked units should have some limited defensive strength.
Embarked units should have some attack capability, at least until...
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