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Hi, new to civ question about MP

Discussion in 'Civ5 - Multiplayer' started by Kamakazeproject, Aug 14, 2013.

  1. Kamakazeproject

    Kamakazeproject Chieftain

    Joined:
    Jul 25, 2013
    Messages:
    3
    So, i picked Civ 5 back up again with the BNW expansion w/Gold edition sale also. I play with a few friends, the first 180 turns i complete stomped them in teching having about 10 academys and 500+ research and what not due to playing poland. i tend to use this early strat http://forums.civfanatics.com/showthread.php?t=501378, obviously its harder to replicate due to not having the same start area and being MP but i have around the same numbers and mp you dont know if your friends will try and kill you earlier on, but only reason why he attacked was because i was out teching him(everyone is passive player).

    It all went down hill after one friend made 3 battleships and just wrecked my main city that was on the coast (i learned now not to have my capital on the coast), which basically GG'd me. what really irkd me was his spy stealing all my tech, even though i had all the buildings to stop the spying on each of my 3 cities, and my own spies.

    Looking at the ideologies, i know freedom would be good later due to buy spaceparts later in the game, would it be better to take on order and take double agents as i am very far ahead in tech and social policies, so i dont get stolen from.

    Finally, what should i do with my scientists, at about turn 200ish i had about 10 academies, when should just use them for insta tech? It also didnt help at congress that one policy that speeds up already known tech for other civs by 20% passed, and -33% speed of great people passed either.

    What can i do to play better/smarter on MP (only play with friends and not public games), (already know to have somewhat a resemblance of an army lol, and not to build capital on the coast)

    Thanks!
     
  2. MadHaxxor

    MadHaxxor Warlord

    Joined:
    May 25, 2013
    Messages:
    125
    Just my 2 cents here, if you want to be the best player then think about it logically and come up with your own strategies/ideas. You can read these people's guides, but then you really don't know why. You just follow it. And if you just want to be an average player, then here are some answers to your questions. For science vic, both freedom and order are great. Order actualy allows you to rush spaceship parts with engineers, so it would depend moreso on your empire's needs than your victory condition. If you have a lot of cities and need happiness, then go with order. If you want lots of great people and specialists, then go with freedom. Academies provide 8 spt. I stop building them when techs cost ~1000science. Keep in mind an academy means a growth hit, since the citizen will be working science as opposed to extra food or production etc.

    My best advice to you is to try out your own strategy. Just try to be different, try something different like taking Piety. Oh, and I believe most strategy guides weren't made for mp, so keep that in mind
     
  3. tommynt

    tommynt Emperor

    Joined:
    Sep 28, 2008
    Messages:
    1,814
    why try be different when doing good as/how you are/do?

    Just to be different?

    About the spy stealing - just dont care too much - u give away few techs - so what u r still having lead.

    You just have to figure that when u r leading you r the obvious target for attacks - so have to start building units at some point and convert your tech lead into units which are an era ahead of other players units.

    Also your learned lesson should not be not be to not build coastal cap but that sea attacks are powerful and to do em yourself ...
     
  4. BuilderFTW

    BuilderFTW Warlord

    Joined:
    Aug 8, 2011
    Messages:
    133
    In multiplayer it really doesnt matter how much of a tech lead you have if you have no army. As tommy said, you need to turn a tech lead into an army lead by late game, if for nothing else, just for defense. If you had a tech lead, maybe you could have gotten three battleships and gotten your neighbors capital. Also artillery/bombers somewhat effective at defending against battleships because they can match their long range. Or you could just build your own battleships.

    As for great scientists, I recommend saving them after you get public schools up. Try to make a plan about getting to a tech like nukes and use your great scientists to get there. Once you have nukes up, your opponents are much less likely to attack you - make sure to have a carrier to be able to take your nukes to your opponents' cities.
     
  5. Kamakazeproject

    Kamakazeproject Chieftain

    Joined:
    Jul 25, 2013
    Messages:
    3
    I figured he was going to attack me, i had some infantry and marines to defend against his land units it was more of the battleships, i should of had submarines up to help defend but as i said i was shocked he attacked haha. my starting area was kind of rough it had 0 oil 0 coal but tons of uranium... Going to have all caps away from the coast now and just have a expansion there instead.
     
  6. Kamakazeproject

    Kamakazeproject Chieftain

    Joined:
    Jul 25, 2013
    Messages:
    3
    Thanks, my 2nd game i played with my friends, i made an army ren/indus era and just wiped one and he raged. As for my battleships it was impossible to make them i had 0 oil near me and coal infact 0 also, so my only hope to defend against the battleships was to have subs which i also did no make. Also he is the better player of my group of people i play with so his cap was not on the coast :( i was in the process of making nukes and such since i had all the uranium in the world on my land mass, it just came as a shock he attacked haha.
     
  7. NQ_carls13

    NQ_carls13 Warlord

    Joined:
    Mar 25, 2012
    Messages:
    153
    Location:
    Canada
    I think any GS you get after turn 100 is a waste to plant it. I always save them for beeline to a tech like builder has said. Reason being:, a planted GS at turn 120 lets say, makes 10 science per turn + modifiers for 100 turns. So assuming you get 15 tech per turn from it with modifiers(which is being generous) you will get 1500 beakers over course of the rest of the game. If you save the GS till you have labs up or even just schools you stand to get much more beakers. Assume your making 500 per turn after schools and with some rationalism policies. The GS for free tech = science output over last 8 turns. Which would be 4000 beakers, nearly 3 times as much as you get from planting them.
     
  8. Catan_Settler

    Catan_Settler Prince

    Joined:
    Jan 23, 2008
    Messages:
    448
    The lesson you should have learned that game is, you are never safe-- especially as the tech leader. Yes, coastal cities are harder to defend. Well, they are if you don't build a navy. The real moral of the story here is the only good counter to a navy, is another navy. That or a massive airforce, which of course only applies quite late in the game.

    Anyways yeah, if you are going to dominate a game with the score and tech lead, you gotta realize you are THE TARGET for the rest of the game. So play accordingly. Yes you gotta build a lot more units and put scouts out around the borders.. subs in the fog outside your coastal borders... you need strong defenses and early warnings about incoming invasions. But yeah, with frigates and battleships there is no counter other than a really strong frigate or battleship force yourself.. or like, a crapload of bombers. Not even artillery will do much against a good fleet of battleships, so by the time he has 3 battleships near your capital and you got none? You had already lost.
     

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