MrGameTheory's breakdown of the Civ5 PDF manual.. :)

One of the problems with Civ V is that some civilizations have been given unique buildings/units/traits that only will apply to specific settings. This has never been the case for past civ games except Civilization Revolution.

That's simply not true. Remember Seafaring and Expansionist in Civ3? Both of them were fairly situational. Sure Seafaring Civs had a better chance of starting near the coast, but, in my experience, that only gave you a poor starting location.

This would be fine, but unfortunately those settings include the introduction of variables which have been proven to not be appealing to competitive Multi-Player communities.

I would argue that people are less likely to turn off Barbs this time since they can't conquer your cities and don't kill your workers. They'll force people to factor them in. City-States seem to be a fun addition in both singleplayer and multiplayer and don't have any fears of randomness. Odds are that they'll be included for both in most MP games. I realize the past was different, but I think they made enough changes to make these options attractive.
 
although the game does have a shed load of options, you are meant to play with the default ones, most of the time. You don't have to, but the game is balanced for the default ones.
 
All attacks use up all remaining movement points, unless you have an ability or promotion that counters this (e.g Blitz, Logistics or a Camel Archer)

Most mobile forces can move after attacking, not just the camel archer, but also cavalry, cossacks, knights, companion cavalry etc.

In fact, everything I said.

Ranged attacks to damage the incoming forces, sweep the field, then pull back. Roads helping this defensive counter-attack considerably.

My suspicion is you can't visualise what I've been trying to describe. Done properly it won't leave anything exposed.
 
after reading the manual it really seemed like some form of hit and run tactic would work...

dunno if someone here played Battle Isle 2, but there was ranged unit (can't remember the name) which worked exactly like that... you come in, hit and go behind tanks.

I am interested how it will work in CiV :-) every horse unit seems capable of it.
 
kittenOFchaos,

Yes, most mobile forces can move after attacking. But they are not ranged attackers. The chariot archer is not listed as being able to move after attack. The camel archer appears to be the only unit with both a ranged attack and the move after attacking attribute. (Of course, this depends on the accuracy of the manual, already proven to be highly questionable.)

If I have melee troops in front of my ranged units (to prevent enemy mounted units from hitting my ranged units), then where is the space for my mounted units to reach the enemy? I suppose you could leave gaps between your melee units -- ZOC would prevent enemy mounted units from pushing through to reach your ranged units.

But leaving gaps means that if one of my melee units is wiped out, enemy units will be able to move through the 3-hex gap without being stopped by ZOC.
 
after reading the manual it really seemed like some form of hit and run tactic would work...

dunno if someone here played Battle Isle 2, but there was ranged unit (can't remember the name) which worked exactly like that... you come in, hit and go behind tanks.

I am interested how it will work in CiV :-) every horse unit seems capable of it.

You think of the Buggy, I guess. Also, hit-and-run is available only for very few units, though I guess it can be quite powerful - especially when attacking a chokepoint where there isn't a lot of space to maneuver your units into attack rate.
 
kittenOFchaos,

Yes, most mobile forces can move after attacking. But they are not ranged attackers. The chariot archer is not listed as being able to move after attack. The camel archer appears to be the only unit with both a ranged attack and the move after attacking attribute. (Of course, this depends on the accuracy of the manual, already proven to be highly questionable.)

If I have melee troops in front of my ranged units (to prevent enemy mounted units from hitting my ranged units), then where is the space for my mounted units to reach the enemy? I suppose you could leave gaps between your melee units -- ZOC would prevent enemy mounted units from pushing through to reach your ranged units.

But leaving gaps means that if one of my melee units is wiped out, enemy units will be able to move through the 3-hex gap without being stopped by ZOC.

Or even worse, stack combat flanking bonuses.
 
11) Each turn you get a base number of beakers equal to the combined population of all of your cities. The larger your cities, the more beakers you generate. ROFL. If you build an insanely huge army and run cash flow negative…. Don’t worry, it just comes out of your beakers so you can essentially just turn on the war machine and pay for your military with beakers rofl. This game is so dumbed down its scary.

Yeah, cause moving sliders up and down was a very complex process :goodjob:.

Greece is an average civ, and Germany is bad? That doesn't sound right at all: I see giant barbarian army for Germany.

I would laugh but its so terrible its not even funny.

As far as i'm concerned he can only find the "perfect" strategy for a dumbed down game, and even then its an exploit not a strategy.
Which is ironic since he claims that the game is dumbed down, so the strategy IS perfect :P
I find Mr. Gameboy's posts to be unacceptable. How dares he write such things? I am PISSED OFF.

There, I said it! I'm sorry I had to go there. But it was necessary to spell out the unspeakable 6 letter + 3 letter word combination in this case. The dreaded P-O word. I apologize to everyone I have offended. Except Gameboy. He deserve all the offense he can take from my vile outburst. I only hope no children are in this forum and being exposed to the perversions in this post of mine.
:lol: Count me as offended! I think we can all thank MrGameTheory for taking a few more minutes out of the wait for CiV (which will likely play much better without his strategies).
 
Yeah, cause moving sliders up and down was a very complex process :goodjob:.

avril-lavigne-complicated-portada.jpg


Why'd you have to go and make things so streamlined...:band:
 
hm a rush you can do as greece if you find your opponent early is:
scout with warrior.
build monument-warrior-hopelite-hopelite.(60/40/60/60)(220)(55 turns!)
tech mining-bronzeworking-choose anything.35/55(80)(20 turns)
social policies: honor- great general- double exp.(25+45+85)=155, 15x2+32x4=47 turns.

this rush is slower then the scout rush, but far more doable.
unit strength will only be 2 warriors at 7.50, and hopelites with 11.25 with great general. unit heals fully after 2 attacks instead of 3.

hopelite hammer efficiency compared to scouts are: 9/60= 0.15, 4/25=0.16
ok scouts are slightly better at hammer efficiency, but they do suffer from being very weak so they level up very badly. also hopelites are better vs cities because they can survive a citys first strike.

Ps has it been confirmed that 15% bonus for beeing next to a unit is stackable?
 
"Units receive a “flanking” attack bonus of 15% for each unit adjacent to the target unit." - Strategy guide.

I don't see any evidence that supports ranged units do not get a flanking bonus and if someone can show me support that says otherwise I will gladly make modifications based on the evidence presented. The strategy guide appears to reflect what is going to be in the game and not what was sacked in testing and present in early demo versions. The strategy guide does not differentiate between range and non range units when it could have easily done so. Instead it simply says the general blanket term of "Units" as in all units.

In the manual (p55-60ish) the flanking bonus is only mentioned in the melee combat section. It is not mentioned in the ranged combat section. Lazy strategy guide writer methinks.

And from the livestream replays:
http://www.ustream.tv/recorded/9553920 time 10:08 ish.

Trebuchet ranged attack does not appear to get an attacking flanking bonus despite one friendly unit being adjacent to the target unit.
IMO the livestream is press review code, which is going to be close to gold code.

Edit:
Actually The flanking bonus seems to be applied as a modifier to enemy combat strength, as a -15% not as a +15% to your units combat strength. It is there in the range attack (10:08) as well as in melee combat (11:35, 13:18), and many other examples. Im not sure how this effects the level of the bonus in melee compared to ranged combat. Although my eyes are a bit strained reading it.
 
Ah, if only there was the barbarian state of R'lyeh from which Cthulhu would rise and render this debate, in its entirety, moot.

In fact, it's mod time.
 
Actually The flanking bonus seems to be applied as a modifier to enemy combat strength, as a -15% not as a +15% to your units combat strength. It is there in the range attack (10:08) as well as in melee combat (11:35, 13:18), and many other examples. Im not sure how this effects the level of the bonus in melee compared to ranged combat. Although my eyes are a bit strained reading it.

That's another 15% bonus, it says adjacent friendly unit, it's from the Discipline upgrade/social policy.
 
That's another 15% bonus, it says adjacent friendly unit, it's from the Discipline upgrade/social policy.

Guess we are just going to have to wait till tomorrow to verify it 100%. There are about 20 major issues that I want to test right when I receive the game. I also have a hand full of potential strategic loopholes that I have been wanting to test out :P
 
Yeah, I'd suggest playing at least one game simply for fun. Then test our your strategy in the second. Then go online and pwn newbs :p
 
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