how am i doing?

roee1982

Chieftain
Joined
Aug 12, 2013
Messages
22
Location
Israel
king, quick, standard, continent.
got a diplomatic win after 230
got a sci win after 247
got a culture win after 269
do u guys think it`s good enough to move on a diff level?
 
Why don't you try emperor and find out? I find emperor and king to be broadly similar. Immortal is more of a jump
 
i will. just trying to get a feedback for gamestyle :-)

You have successfully defeated the AI, multiple times with different victory conditions, so yes move up.

The right difficulty in my opinion is the one where there is a good chance you will lose any given game you play.

FYI I would also suggest other ways of increasing difficulty, ie don't save/reload if things don't turn out the way you like, don't respawn the start until you get a fantastic start etc etc. Obviously play the game any way you want, it makes no difference to me eitherway. The reason I am suggesting such an approach is that as the difficulty goes up, the AI receives more and more advantages to compensate it. You may find some of these advantages frustrating after a while. EMPEROR is not too bad, but above that can be at times immersion busting.

I play the game as I would if a human was involved, ie no save/reload, no first worker CS steal, no start respawn (except for inland sea with oceanic civ), no strategic/tactical AI exploits etc. This (FOR ME) makes the game far more interesting and challenging without having to increase the difficulty to its highest level.

FYI Also remember the game is balanced for STANDARD speed, so expect certain aspects of it to be harder on QUICK (or less balanced anyway) then they would be on STANDARD. Balance issues become more prevalent the higher you go up in difficulty. Just something to remember.
 
Definitely move up. I played on King for ages and never lost - which was fine as I was just enjoying being all round master of the world and being able to pick a victory condition based on how I felt - but since BNW and discovering this forum I've tested myself on Emperor (won but not so easily) and now immortal (so far so good) and am enjoying the art of refining my skills and strategy more.

I think you will get more out of it if thes a genuine risk to not winning. Immortal is definitely more of a jump than emperor but its good to play them upwards to get a feel for how they differ.
So far I think you have to know what you're doing on immortal - which I wouldn't have been able to do a few months ago and if it wasn't for the great conibutors to this forum.

Have a go! :)
 
any tips for emperor?

Things to keep in mind on Emperor

1. The AI's start with POTTERY and ANIMAL HUSBANDRY (not just POTTERY).
2. Your BARB bonus drops from 25% to 10% (AI's stay at 60%), so Barbas are more dangerous. Also the range at which BARBS can start hunting you increases.
3. AI gets a free WORKER and SCOUT and an extra WARRIOR. (So get a scout very early if you want a shot at any RUINS bonus)
4. The AI's happiness gets scaled at 70% rather then 90% on king, so happiness is less of a concern for them especially as the game progress.
5. The AI's ability to produce things gets a buff (be it training unit, buildings etc). I don't understand the bit about GROWTH % though, have to delve into the base code to work that one out.
6. Purchase and supply for units gets a buff. AI's with gold are particularly dangerous as the difficulty increases.

That's mostly it, have a look at the XML I have linked for more info. Remember an AI with more resources often behaves "smarter" then one without, not because the code has changed but because they have access to more options.

THINGS TO CONSIDER
1. Expect war earlier (as the AI has more resources to do it). Obviously more MILITANT or WARMONGER Civs are more prone to this then peaceful ones.
2. Keep your military strength higher (check demographics for where you stand on this), it will tend to give you better diplomatic relations and help insulate you from DOWS and DENOUNCEMENTS (all other things being equal of course).
3. The AI will get more Wonders so put more effort into the ones you want.

Probably a whole lot more but others can fill you in further.

In the end how difficult you find it will depend on how much your current gameplay is reliant of specific mechanics. Wonder whoring gets harder, CS become harder to get etc etc.

If your win times are based on a balanced gameplay style (and not the result of incessant reloading) then I think you will find EMPEROR more then winnable, especially after your first game. BTW : I am not criticising reloading here, just pointing out that if you do it to get out of trouble you will find higher difficulties harder then if you learn to cope with and recover from the situation.

Here is the XML if you are interested, its pretty easy to interpret, for the most part.

LINKED FROM : C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml

Code:
-<Row><Type>HANDICAP_KING</Type><Description>TXT_KEY_HANDICAP_KING</Description><Help>TXT_KEY_HANDICAP_KING_HELP</Help><StartingLocPercent>50</StartingLocPercent><AdvancedStartPointsMod>90</AdvancedStartPointsMod><HappinessDefault>9</HappinessDefault><NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod><PopulationUnhappinessMod>100</PopulationUnhappinessMod><Gold>0</Gold><GoldFreeUnits>0</GoldFreeUnits><ProductionFreeUnits>5</ProductionFreeUnits><ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent><ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity><RouteCostPercent>100</RouteCostPercent><UnitCostPercent>100</UnitCostPercent><BuildingCostPercent>100</BuildingCostPercent><ResearchPercent>100</ResearchPercent><PolicyPercent>100</PolicyPercent><ImprovementCostPercent>100</ImprovementCostPercent><CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered><TechNumOptionsConsidered>2</TechNumOptionsConsidered><PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
<!--<InflationPercent>100</InflationPercent>-->
<AttitudeChange>-1</AttitudeChange><NoTechTradeModifier>50</NoTechTradeModifier><BarbCampGold>25</BarbCampGold><BarbSpawnMod>0</BarbSpawnMod><BarbarianBonus>25</BarbarianBonus><AIBarbarianBonus>60</AIBarbarianBonus><EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn><BarbarianLandTargetRange>5</BarbarianLandTargetRange><BarbarianSeaTargetRange>12</BarbarianSeaTargetRange><AIStartingDefenseUnits>1</AIStartingDefenseUnits><AIDeclareWarProb>100</AIDeclareWarProb><AIWorkRateModifier>20</AIWorkRateModifier><AIUnhappinessPercent>90</AIUnhappinessPercent><AIGrowthPercent>90</AIGrowthPercent><AITrainPercent>85</AITrainPercent><AIWorldTrainPercent>100</AIWorldTrainPercent><AIConstructPercent>85</AIConstructPercent><AIWorldConstructPercent>100</AIWorldConstructPercent><AICreatePercent>85</AICreatePercent><AIWorldCreatePercent>100</AIWorldCreatePercent><AIBuildingCostPercent>85</AIBuildingCostPercent><AIUnitCostPercent>80</AIUnitCostPercent><AIUnitSupplyPercent>30</AIUnitSupplyPercent><AIUnitUpgradePercent>50</AIUnitUpgradePercent>
<!--<AIInflationPercent>80</AIInflationPercent>-->
<AIPerEraModifier>-2</AIPerEraModifier><AIAdvancedStartPercent>120</AIAdvancedStartPercent><IconAtlas>DIFFICULTY_ATLAS</IconAtlas><PortraitIndex>4</PortraitIndex></Row>-<Row><Type>HANDICAP_EMPEROR</Type><Description>TXT_KEY_HANDICAP_EMPEROR</Description><Help>TXT_KEY_HANDICAP_EMPEROR_HELP</Help><StartingLocPercent>50</StartingLocPercent><AdvancedStartPointsMod>85</AdvancedStartPointsMod><HappinessDefault>9</HappinessDefault><NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod><PopulationUnhappinessMod>100</PopulationUnhappinessMod><Gold>0</Gold><GoldFreeUnits>0</GoldFreeUnits><ProductionFreeUnits>5</ProductionFreeUnits><ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent><ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity><RouteCostPercent>100</RouteCostPercent><UnitCostPercent>100</UnitCostPercent><BuildingCostPercent>100</BuildingCostPercent><ResearchPercent>100</ResearchPercent><PolicyPercent>100</PolicyPercent><ImprovementCostPercent>100</ImprovementCostPercent><CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered><TechNumOptionsConsidered>2</TechNumOptionsConsidered><PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
<!--<InflationPercent>100</InflationPercent>-->
<AttitudeChange>-1</AttitudeChange><NoTechTradeModifier>40</NoTechTradeModifier><BarbCampGold>25</BarbCampGold><BarbSpawnMod>0</BarbSpawnMod><BarbarianBonus>20</BarbarianBonus><AIBarbarianBonus>60</AIBarbarianBonus><EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn><BarbarianLandTargetRange>6</BarbarianLandTargetRange><BarbarianSeaTargetRange>15</BarbarianSeaTargetRange><AIStartingDefenseUnits>1</AIStartingDefenseUnits><AIStartingExploreUnits>1</AIStartingExploreUnits><AIDeclareWarProb>100</AIDeclareWarProb><AIWorkRateModifier>50</AIWorkRateModifier><AIUnhappinessPercent>85</AIUnhappinessPercent><AIGrowthPercent>85</AIGrowthPercent><AITrainPercent>80</AITrainPercent><AIWorldTrainPercent>100</AIWorldTrainPercent><AIConstructPercent>80</AIConstructPercent><AIWorldConstructPercent>100</AIWorldConstructPercent><AICreatePercent>80</AICreatePercent><AIWorldCreatePercent>100</AIWorldCreatePercent><AIBuildingCostPercent>80</AIBuildingCostPercent><AIUnitCostPercent>75</AIUnitCostPercent><AIUnitSupplyPercent>30</AIUnitSupplyPercent><AIUnitUpgradePercent>50</AIUnitUpgradePercent>
<!--<AIInflationPercent>80</AIInflationPercent>-->
<AIPerEraModifier>-3</AIPerEraModifier><AIAdvancedStartPercent>135</AIAdvancedStartPercent><IconAtlas>DIFFICULTY_ATLAS</IconAtlas><PortraitIndex>5</PortraitIndex></Row>
 
Good info!
Also (more generally) I think the things that have helped my play going up have been:
1. Better micro management of workers - choice of improvements and most of all timing when to build them (so as to consider cost of supporting them)
2. Understanding importance of city growth. So simple but yet it's an important factor when going for SV especially and also considering what kind of empire you want to build
3. More considered use of specialists
4. Being more 'focused' on pursuing a particular strategy ie peaceful / tall / science or warring / wide / DV etc. I mean it might change a bit as you have to adapt but at least have a plan so priorities are clear.
5. Consider every build, tech and policy choice carefully and ask how it benefits your strategy. It's nice to have them all, sure! But you can't so make sure each choice can move you closer to your objectives in a meaningful way.

A lot of the above is probably obvious to experienced players but I found that this stuff mattered less on the lower difficulties. The game was more forgiving and i could play a lot more 'tactically' - responding to what happened and playing more on whim - than you can on Emperor or Immortal etc. where you have to play far more 'strategically', considering your decisions playing out over time.

Well, that's my opinion anyway. I'm still a bit of a wonder whore (they just sound so good!) but am in recovery. ;)

As you get better I think you begin to feel more like you are influencing the game more than reacting to it - even when building less and not being no.1 on every demographic.

Hope this helps!
 
Also, start resisting the temptation to try for every wonder. On Emperor you can still get most of what you need/want, but the AI will start to beat you to a few of them, especially when you're just starting out.
 
Yeah, if you're getting wins by turn 230, you should definitely find Emporer winnable, it's not a massive jump.

Probably even Immortal would be doable - just make sure you don't allow your military to fall too far behind the AI, and pick wonders more carefully: Maybe look for the Social-Policy-dependant ones - if, for example, none of the AI go for Liberty, and you do, it means you'll probably be able to get the Pyramids easily, whereas the non-social policy-dependant wonders, there's a pretty good chance the AI will beat you to it!
 
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