Arioch's Analyst Thread

Took a look at the Gameswelt preview...in combat I've noticed that the defender always fires first. Strictly graphical? Or do attacking units take damage before they deal any?
 
I'm not sure if this has been covered, but 2k Greg hinted that England's more likely to spawn near coast and Iroqouis near forests and such. And there's a setting called "disable start bias" in the advanced game options. So uh...

Yeah I don't know how to word it, but you guys know what I mean yeah?


http://forums.2kgames.com/forums/showpost.php?p=998293&postcount=6

Okay then, yeah I guess everything can start smartly, or if you prefer you can everything as random as a random number generator can be, (which is entirely random) :P.
 
Took a look at the Gameswelt preview...in combat I've noticed that the defender always fires first. Strictly graphical? Or do attacking units take damage before they deal any?
The consensus so far seems to be that this is just graphical, and damage is simultaneous.

Regarding start bias: this was in Civ IV, and probably in Civ III also. Your starting position always has access to at least a certain amount of resources, and if your civ starts with Fishing it seems you're much more likely to start on the coast.

Non-sequitur: modern cities are looking pretty sexy.

new_york.jpg
 
I see, I figured I wasn't the first to see it. ;)

Also, that city is pretty sexy...except for that silly little group of tents next to it. :sad:
 
Spoiler :
03426140-photo-civilization-v.jpg

Spoiler :
civilization-v-pc-030.jpg

Something I noticed regarding these images. In the screenshot where the policies are locked, the player has 2042 culture and require 7470 culture to adopt a new policy. In the screenshot where they aren't locked however, the player has 1301 culture and require 1265 culture to adopt a new policy.

What's that "Advanced View" option in the screenshot? :confused:
 
A couple of notes from that german video.

Stables provide +25% production to mounted units.

The supply promotion allows healing outside friendly territory of 2 hp per turn. Could this mean that units don't normally heal at all outside friendly territory?
 
Regarding start bias: this was in Civ IV, and probably in Civ III also. Your starting position always has access to at least a certain amount of resources, and if your civ starts with Fishing it seems you're much more likely to start on the coast.

I don't recall "Start Bias" being in Civ IV. Maybe what you were describing was there hidden in the map script, but I don't remember any settings that you could change. I think that "Start Bias" may be more like what moysturfurmer described. AFterall, you noted yourself that it appears that everybody starts with Agriculture (and no other techs).

In Civ III there were "Culutural Starts" where like minded Civs started near each other.
 
I don't recall "Start Bias" being in Civ IV. Maybe what you were describing was there hidden in the map script, but I don't remember any settings that you could change.
There was no option to turn it off, but the "feature" was there. I don't see being able to turn this off as a big deal, but options are always good.
 
The difference appears to be a predisposition to a starting area with fresh water and a few resources (as in Civ IV) versus having a start location that suits the civilization in question in particular (i.e. Iroquois starting with a lot of forests).
 
Thank you for all of the work you've put into your site, Arioch :)
 
The difference appears to be a predisposition to a starting area with fresh water and a few resources (as in Civ IV) versus having a start location that suits the civilization in question in particular (i.e. Iroquois starting with a lot of forests).

I'm really happy to hear this. I'm not convinced that the unique abilities are balanced, but at least this settles my fears of them being at least usable.
 
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