Civ 5 Playthru -How to Conquer the World by being Poor, Upset and Massively Outgunned

Grats man. That's a very nice defensive setup you have there too. I'd shoot for Great Wall and then fill up that entire NE penninsula. I'd get a boat on that lake around the time you research optics. Have a trireme dedicated to keeping off embarked guys and you'll be in a good spot overall.

Do forts replace forest? With all that forest SW of your spearman you could ZoC him too.
 
So here's the question: I'm now being nudged to build roads by the (awesome) 'good places to improve' thing which replaces the blue rings with specific icons for what would be handy to build where.

Roads cost maintenance but if I connect up my cities (size 7 / 5) will the extra trade be more than the cost of the roads?

Where's the congestion charge option :S
 
Go Go Great Scientists! (Babylon are amazing for tech :|)

It seems that way looking at their UA...

I think I'm glad I went for the standard edition :) I won't have pick all the AI leaders to avoid facing the mighty Babylonian tech machine :D
 
I don't know why (maybe a screenie), but I have it in my mind that trade routes pay for themselves and then some if it's less than 10 hexes.
 
Grats man. That's a very nice defensive setup you have there too. I'd shoot for Great Wall and then fill up that entire NE penninsula. I'd get a boat on that lake around the time you research optics. Have a trireme dedicated to keeping off embarked guys and you'll be in a good spot overall.

Do forts replace forest? With all that forest SW of your spearman you could ZoC him too.

Yup that's what I was doing, if they were silly enough to stray close to the lake my archers could have a pop at them too.

Great Wall gone, sadly, but I'll be sure to build a fort there when I get (construction?)
 
Economy:

It's really clever. I *really* have to think about what buildings I want, and whether I can justify their existence. In Civ 4 I pretty much just built everything... if I didn't need more military I'd build a building, if I didn't need a building I'd either build military or just build a building that would be 'handy' but I didn't really need.

The maintenance is a killer. I could build a Colosseum to sort out my unhappiness problem, but I just daren't because of the 3 maintenance which seems like much bigger deal than building maintenance in Civ 4, because it's not just gonna be a case of my science dropping to 90% for a few turns...

I really have to think about not only what buildings I need but when or if I can justify paying for them...

Systems like religion / espionage may have been removed, but I'm being forced to consider core things a lot more that I just kind of did without that much of a concern on Civ 4.

It feels like they've basically taken city maintenance and transplanted it into extra unit / building maintenance. I'm free to build as many or few cities as I like, which is quite a liberating feeling, without obsessing over their maintenance. But that limiter is still present in the form of expensive buildings and units.
 
How about connecting your cities to the trade network with a harbor? Probably very little maintenence on the building itself (less than a road network anyway) but you'll get plenty of trade gold. Do you have the techs needed?
 
Grrr server overload making it difficult to post these....

This is my favourite thing ever:



Go go Specialist Economy! I love the Freedom branch! I also get half the unhappiness from specialists, as well as them only eating one food! Time to fill up my buildings and get rid of this unhappiness problem! My markets will be done in a turn or two.

Meanwhile I'm taking advantage of my libraries and Babylonia's UA and am loading up on great scientists. I've just got another and now I have THREE just milling about around Babylon.

I consider building an academy, but then... with my specialist economy leanings don't think it's a good idea. I get 3 from each of my specialists, who at the same time only consume one food and generate less unhappiness. And with the rationalism branch I can get another policy that increases science from specialists by 2 which will mean scientist specialists will each bring in the same as an academy.

The conclusion, stay away from academies when doing a SE....?

I'm waiting till I get a super expensive tech available and going to use them all to try and get an early slingshot to gunpowder. Methinks Bismark will start being more respectful then!
 
This is definitely good to hear about the economy. So often much of my effort was put into getting that early religion just so I had a viable late game economy. This is great from my point of view, but only when you're on an even playing field. If the AI gets large bonuses I can't imagine how you wouldn't get skunked.
 
Thanks for the repot. Very entertaining.

I DOES sound like the Great Scientist is pretty superpowerful, doesn't it?
 
I must say, I love your ongoing monologue about your adventures in the new world of Civ V. It helps me tide over the 1 GB download I'm having to endure since I, too, have the Deluxe Edition.

I'm also quite glad to hear that the Freedom tree is worth it. I'm most likely going to go for Freedom, Liberty, and Commerce at least on my first playthrough (mainly for ideological, libertarian reasons).

And your warning about the maintenance costs of buildings has definitely caused me to reconsider my overbuilding tendency that i had in Civ IV. I'll definitely keep it in mind when I get to play Civ V.
 
From where I'm sitting great person improvements seem to be a bust. There were thoughts before that they could be useful, but with a great scientist popping ANY tech (as opposed to putting a little under 2k into it) AND the fact that the improvement removes jungle and potentially covers undiscovered resources it's just an untenable improvement. I expect a patch to make these STACK with regular improvements (OR become buildings with the same benefits).
 
Thanks :)

It helps me tide over the 1 GB download I'm having to endure since I, too, have the Deluxe Edition.

I think you'll find that's just common practice with pre-load games (was same with L4D2 and countless others). The pre-load updates prior to release, but what tends to happen is a whole bunch of last minute changes / fixes get put up by the developer so the pre-load is out of date come release. It does mean you're only downloading a gig instead of 5-6 or so, so it's still a plus having the pre-load.
 
Cool lemmy101, gives me an anxious feeling while I wait for the install! :D Looking forward to the satellite graphics, if not included then when the mod is made.

Planetfall is one Mod I want converted asap please! :)
 
From where I'm sitting great person improvements seem to be a bust. There were thoughts before that they could be useful, but with a great scientist popping ANY tech (as opposed to putting a little under 2k into it) AND the fact that the improvement removes jungle and potentially covers undiscovered resources it's just an untenable improvement. I expect a patch to make these STACK with regular improvements (OR become buildings with the same benefits).

My instincts are this is intentional and will (as other things have proved to) promote more considered use of the GP. It forces you to have to replace a potentially valuable tile to build them. Ok scientists are one thing, but building a great work or a manifactury or whatever could be really handy, but at the possible expense of food or science money or whatever.
 
Frankly, I don't think the Iron Chancellor--a name I don't believe he got because he loved to pick daisies and write poetry--is going to back down on ANYTHING without a fight. I'd say whether or not you want him to settle next to you, considering your past animosity, it's time to prepare for war.
 
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