Arioch's Analyst Thread

Now, this pic from gram.pl is puzzling me :

120100809162522.jpg


It seems there are some weird things with the yields. Maybe there is another level of complexity to uncover. It is mostly due to the science output.
 
Great screenshot! You will note that Beijing has a science academy on one of the adjacent tiles and Xian has 2. The cities have big population so I am guessing they must a lot of the science buildings (library, university etc) and also a lot of science specialists to account for the high science rate. It is obvious that this game is on a small map but nonetheless, the player has well developed cities that are cranking lots of science and culture. I think this illustrates the importance big, developed cities will play in civ5. What strikes me in this screenshot is how tough it would be to invade this player from the south. He's got his units lined up along his border and he's got cannons strategically placed in citadels behind his front line. Beating past this line to get to his cities which themselves have strong attack strength would not be easy. You would have to beat down his line with artillery and air power too (if available) to soften him up first. Or, mount a surprise sea invasion on his flank. His border kinda reminds me of the DMZ between North and South Korea.
 
well the university buildings are giving all jungles 2 science and there are some academys producing 5 science and a park producing four for some reason.
 
Looking at preview on gram.pl I have found:

information about Cristo Redentor
civw1.png


information about Monastery
civw2.png


and strange diplomacy screen:
civw3.png


Does it mean that open border agreement need not be symmetric?
 
Spoiler :
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Monastery - 180 hammers cost, 2 maintenance, provides 3 culture per turn. Nearby Incense and win provide 2 culture per turn.

*edit- damn you marek, beat me to it.
 
You see, I would have made the Monastery +2 Culture from Incense & +2 Gold from Wine-it just makes more sense that way!

Aussie.
 
And again, roads everywhere...

Obviously a novice player, if you want to spend all your gold per turn on maintaining Road Spaghetti then that's your prerogative, I would prefer having roads between cities and then using my high gold per turn income to buy tiles / units / builds / trade / maintain more important things such as buildings and an army.
 
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?

Couple of things you forgot to mention on stables.

Cost 100 hammers
1 maintenance
Requires a source horse with a pasture nearby.

Im loving these conditional buildings ^
 
Now, this pic from gram.pl is puzzling me :
What's puzzling me is the 5 science tile 3 squares east and one square up of Beijing. It's not an academy, and you wouldn't want to put one there anyway cause its out of range of any of the cities. So is the trading post right next to it.
 
Spoiler :
120100809162522.jpg


Several interesting things here about tile yields.

Farms along the river gives 5F, which indicates that the bonuses of civil service and fertilizer stack, for a total of +3F by fresh water. This is contradicting an earlier screenshot of Yaroslavl somewhere. I wonder if a part of the ocean lockes in by ice for some reason counts as fresh water, that is the only way to explain why snow farms in the north have 3F. Maybe it's something they will fix, I for one think it's strange.

Also, it looks like all specialist improvements are built on desert/snow, otherwise it looks like they remove any other yield from the tile (which I really don't hope is the case). I'm a bit surprised the landmark(?) northwest of Beijing gives science, it possibly gives culture too but worked, but is only shown in the city screen?

I rejoice seeing that the presence of a luxury resource no longer reduces the production of the mine :D It always annoyed me to find gems near my super-production city in civ4. Oh, and it looks like you can choose yourself which resources to look at, as the ones marked here is a miscellaneous bunch (okay, I might be jumping to conclusions on this one, but it's fun)

I also wonder with Souron what the eastern science improvement is, it looks nothing like an academy.
 
Yep its a landmark built by a Great Artist, but I'm also unsure why it produces science. Maybe its because of some social policy?
 
Aren't the 5food tiles flood plains?

And yes, it looks like all GP improvements are on desert or snow (seems like a strategy by the player, as seen in the very north where they are grouped)
 
Aren't the 5food tiles flood plains?

If you look at the trading posts near Beijing, flood plains clearly gives only 2F (this is confirmed in a mouseover in an earlier screenshot, though that may of course be outdated). Also, the northenmost farm along the river is on plains, as it gives 4F 1P. I can really see no other conclusion than farms giving +3F by freshwater with the information we've got at the moment.

And yes, it looks like all GP improvements are on desert or snow (seems like a strategy by the player, as seen in the very north where they are grouped)

Agreed, I just wasn't sure. That strategy makes no sense to me, but then again, road spam doesnt either:mischief:
 
What's the meaning of the 'nearby' requirement? For example, if the monastery has Incense nearby, it adds extra culture. I assume this means within the cultural boundaries of the city?

So, luxury resources raise happiness empirewide, but they increase tile yield, and they offer special benefits if they are near cities with certain buildings?

Also, I've noticed that a lot of cities "ask for resources". Is this a related concept?
 
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