budweiser
King of the Beers
How long should it take for Civ 5 to be "acceptable"?
It may never be "acceptable". The game play reminds me too much of that D+D game that came out a while back, Temple of Elemental Evil.
How long should it take for Civ 5 to be "acceptable"?
I'm also surprised the AI doesn't bid as aggressively on city states when a vote is pending, even when they are sitting on wads of gold. I have been in the situation, however, where I was trying to buy my last city state, which happened to be next to the biggest civ on the other continent. I dumped more than 2,000 gp into its coffers and it still wouldn't rank me higher than friend. The other city had built up so mch reserve standing I couldn't flip it.
So buying all states at the last minute doesn't always work, and if you help out states you will get more influence with them over time - or you can liberate them for a permanent vote.
Just wish the AI would be a bit more aggressive trying to mess up my plans - while still failing to stop me in the end.
A UN win was my first win on my first game at Civ 5.
Question to the civ vets. How does the release of Civ 5 relate to the release of Civ 4 Vanilla? Some of you played Civ 3 alot and was your reaction the same when Civ 4 came out as it is now with Civ 5?
How long should it take for Civ 5 to be "acceptable"?
Targeted liberation is cheap, cost-effective, and would beat any AI reprogramming.
This problem is very simple: nations need representation according to their size. Give city-states some multiplier of their pop as their vote count if you want, but it should never be possible for a juggernaut AI to lose a UN vote.
End running the core mechanic of the game (pop -> power via Science and Hammers) simply should not be possible. The Space win is fine; you need a lot of Science and Hammers to pull it off, and the AI gets a fair shake. But a speedy Modern beeline and 1000 Hammers is far too inexpensive a win condition, given the ease with which you can drag the AI's armed forces to the wrong spots.
How long should it take for Civ 5 to be "acceptable"?
Spin up SMAC. Play as Yang on a Huge map with low sea levels. Run a Size 5 in the capital so you can get some actual research. Get Centauri Eco and Industrial Automation, run Police State/Planned/Wealth. Build the Planetary Transit System. Now ICS. Build Colony Pods, Formers, and garrisons with the Police ability only. Don't bother with anything else; the AI will be terrified of your horde of 1/1/1 units.
You will win a peaceful Diplomatic Victory. I promise. That's with a 1 pop -> 1 vote mechanic where 2/3 of the vote is needed for the win.
There's no reason you couldn't do the same thing in Civ 5 with a Warrior rush backed by an ICS. It would be just as tedious, and just as effective, under a 1 pop -> 1 vote rules set.
This isn't a fool-proof win plan. I've been in at least two, three games where there weren't enough City States to make a win by the time I got to the other continent with enough money to bribe every one. I had to assemble a continental invasion to liberate them.
Although I haven't thought this out completely, I was wondering if it would simply be better to remove the "gifting gold to City-State" mechanic completely. To compensate for this, gifting units will cause a bit higher influence (compared to what it does now) and completing quests will increase relations dramatically. In this way, truly going out of your way to HELP a city-state with its troubles (not just bribing it) is the ONLY means of getting it on your side.
If this were implemented, I would certainly pay much more attention to quests, if I knew it would reap me dramatic results. As it is, I usually ignore many of the quests (particularly, "eliminate city-state X for city-state Y") because I simply don't care enough (i.e. not worth my time) to do it.... after all, for the same bonus, I could just spend a few hundred gold and not even bother with quests.
I also would prefer this because personally I think gold is a little TOO versatile right now. It literally helps every single game mechanic except for maybe culture. By eliminating the monetary city-state gift option, you'll have to truly work for your huge maritime bonuses (etc.) and have to actually work for your diplomatic victories. And maybe with less gold buying power, there will be just oh-so-slightly-less incentive for trading post spam.
Although I haven't thought this out completely, I was wondering if it would simply be better to remove the "gifting gold to City-State" mechanic completely. To compensate for this, gifting units will cause a bit higher influence (compared to what it does now) and completing quests will increase relations dramatically. In this way, truly going out of your way to HELP a city-state with its troubles (not just bribing it) is the ONLY means of getting it on your side.
If this were implemented, I would certainly pay much more attention to quests, if I knew it would reap me dramatic results. As it is, I usually ignore many of the quests (particularly, "eliminate city-state X for city-state Y") because I simply don't care enough (i.e. not worth my time) to do it.... after all, for the same bonus, I could just spend a few hundred gold and not even bother with quests.
I also would prefer this because personally I think gold is a little TOO versatile right now. It literally helps every single game mechanic except for maybe culture. By eliminating the monetary city-state gift option, you'll have to truly work for your huge maritime bonuses (etc.) and have to actually work for your diplomatic victories. And maybe with less gold buying power, there will be just oh-so-slightly-less incentive for trading post spam.
Anyways, I don't have any bright ideas right now, but there has to be a creative way of making diplomatic victory a unique, different, but still challenging victory condition.
It's sad watching such good players giving up on the game already. Issues like the UN being broken and the AI's fear of water will obviously be fixed.