Öjevind Lång
Deity
- Joined
- Aug 22, 2005
- Messages
- 2,371
Unless you're a fan of the Heroic Epic.
Yep. In that case, build the barracks in all your cities while they are few, build the HE and then sell most of the baracks.
Unless you're a fan of the Heroic Epic.
Why? Am I saying something so totally unbelievable? All you have to do is play the game like pi-r8 here has. I told him the production rates were reasonable if he played this way, and he has seen it himself. What I say is obvious, if you play with Large Cities.
A screenshot doesn't help people play this way, though. Too, I'm having problem with my sched. I hardly have enough time to even play. There is no onus on you to believe what I say. If you prefer not to believe, feel free.
By the way, I didn't say that I didn't warmonger. I specifically said otherwise - that it would be necessary to take land from the AI at some point to get enough land to grow 10 size 20 cities in a reasonable time frame.
But I don't think this thread is about efficient play. Rather, it is how to play withand create big cities (efficient or not). Managing/Balancing science, gold, land, happiness, etc. is part of that, and if it means depressing something temporarily to play to the game style, well that sort of tradeoff is ok.Yes.
There is no efficient way of conducting large city buildup in a game that you are still trying to win. People posted both theories and actual test games of why that is so, then you just either twist their wording or ramble on with your own theories that have no basis on actual game mechanics. For example, you held the view that science/production balance is fine, then when pi-r8 showed that science is indeed too fast, your argument was that the right way of playing would be to basically shoot ourselves in the foot by ignoring scientist specialists and other big game mechanics.
If you are going to essentially tell people to play inefficiently, what exactly are you asking here? How to efficiently play the inefficient style?
If you enjoy playing in a different way, that's fine, but you should keep in mind that a strategy forum for a new game is going to be full of players looking to share information towards the common goal of discovering the optimal way to play the game.
As for the Civ 4-Civ 5 comparisons, Soren Johnson came right out in the introduction to the manual and indicated that his goal was to maximize the number of interesting choices the player had to make.
EDIT: It should be obvious to you that making Science harder to get will make 1UPT a problem on high levels of difficulty.
Right now, you can outtech the AI and run a small force of units for defense.
Remove that advantage, and the player will have to build many more units in order to stay alive, soaking up the Hammers you intended to free by gimping Science.
This is the beauty of theory - it saves us time running experiments.
The reason that they are useless right now is that they don't provide sufficient return on investment. It's too easy to shred through the end of the tech tree with Great Scientists and Research Agreements to achieve your win condition and start a new game, and a lot of players only find the segment of the game where the outcome is still in doubt interesting.
Alternately, you can make it much harder to burn through the end of the tech tree. Capping GS research by number of turns elapsed would help. This feature was in Civ 4 at launch; why is it not in Civ 5?
The Liberalism Beeline
"The AI always goes for Engineering, so avoid that path and trade for it."
State Property in Vanilla
Slavery
The higher the level, the more your choices were constricted. In every Civ game.
Or undertech the AI and run Social Policies which increase combat strength in your borders.
And is the lazy man's evidence.
Nobody's been contesting that focusing on science (i.e. generating great scientists and bulbing techs) instead of hammers will get you science faster than you can build stuff. But that's equivalent to saying "I focused on wearing red today and now none of my clothing is blue!" It's totally true, but so what?
Besides, theoretically the outcome of the game is never in doubt, because it's too easy to shred through the end of the tech tree. See, I just proved that you should never play the game at all, because the outcome is never in doubt.
I agree. You can make it much harder to burn through the end of the tech tree if you want to.
You're nominally interested in playing optimally, but currently feel that the most optimal way to play is to use Great Scientists to make sure that your technology far outstrips your production? Isn't that imbalanced rather than optimal play?
Did you try to save up several great scientists, so that you can bulb the last 3 techs in quick succession? That's the key in this game to getting any specific tech quickly. For what it's worth, 1300AD isn't even all that fast- Paenblack posted a screenshot where he launched a spaceship in the 1300s, so I'm sure it's possible to get biology much sooner than I did.
As I already noted, your tech line was pretty well-defined. State Property was a choice. It was not a necessary one, and it was suboptimal if you wanted to push Science.
Slavery was the single best mechanic of Civ 4, because it compelled interesting decisions. Which buildings, and when? Should you focus on Food or Hammers given this set of resources?
You actually had to reason out production decisions. You wanted to whip every ten turns, except when you didn't, because Slavery was not a long-term Hammer maximizer. It just got the ball rolling faster.
This is called difficulty. As the game gets harder, you are compelled to play more and more optimally. Your choices should get restricted as the game gets harder.
Right now, you can outtech the AI and run a small force of units for defense.
Why would you do that? That tree is terrible otherwise. You're strictly better off running a lot of cities and running SPs that synergize with lots of cities. And yes, that's a clear balance problem.
I get a finite amount of time on earth.
You're missing the point, which is that the win conditions are further up the tech tree. If you want a Domination win, the best way to do it is outtech the AI and upgrade your existing units. Culture? Cristo Redentor is critical. Science? Strictly necessary. Ditto Diplomatic.
You have to get up the tech tree to achieve win conditions, and getting there faster is always more efficient than building stuff in the middle of the tech tree. It's a simple balance problem. If the buildings in the middle of the tree were good enough, it would be optimal to ease off the gas on Science and build them. But they aren't, so you shouldn't.
Why would I gimp myself? You may find it fun, but I don't.
It's clearly optimal under the present rules set.
@Stanislaw: That’s exactly what I was hoping to see! Brilliant!
As you can probably imagine given my (kindly copied) OP, I have more than a few questions, given my failure to replicate your achievement to date. The most obvious one of course is what difficulty are you playing on? FWIW, I completely accept that my desire to construct infrastructure impacts the level at which I can play Civ 5; it’s a trade-off like any other. (That said though, playing at marathon may be a stretch too far for me...so I may well have to accept building less infrastructure if this was key to your game's outcome.)
In addition to your game’s difficulty, I obviously have questions re: what your early tech path and city builds were. Did you for example prioritise biology early as has been discussed in this thread – and then backfill the lower half of the tech tree?
Were early city builds focussed around the food or tech enhancing buildings for instance? Or did you spam the gold enhancing buildings and mass buy your infrastructure?
Did you go to war early?
Did you beeline a particular set of social policies (eg. the order tree)?
Did you adhere to the advice earlier in this thread re: farming riverside tiles - and then trade posting other (non-resource) flatland tiles?
And so on. I presume BTW that you’re playing Civ 5 vanilla – or has one of the mods (that I’ve recently been contemplating using in cfc’s Civ 5: Creation and customization folder) helped you on your way?
Rather than go on listing questions, is there any chance that you could find the time to outline what you believe were the keys to your game please? Even if they were only set out in something like bullet point form (like they were in pi-r8’s excellent walkthrough), it would help me immensely. Moreover, judging by the ongoing debate that’s been taking place in this and many other threads re: the feasibility of a builder style approach to Civ 5, I really think it would help loads of other civvers too.
and once again, very, very well done!
Ah, so playing optimally is a matter of first defining your goals.
See, that's the problem. It wasn't which labor civic to use. It was "how can I best use Slavery?" That's not choice, that's number-crunching. "Is Slavery or Serfdom better in this situation?" Would be decisions and choices, not:
In other words, there is another option, but you don't use it.
May I suggest that if you're going to blow your finite amount of time on earth commenting on a video game, you at least run the experiments so you can comment well?
No, you're missing the point. I'll clarify it for you as soon as you tell me what defines optimal play. Is it winning ASAP? Then you have no business talking about optimal play unless you play Settler duel maps. But if it isn't winning ASAP, then what is it?
Why is it a gimp to have good production? Especially if I still end up winning? You said that it was too easy to burn through the end of the tech tree, but nobody's forcing you to. In fact, you have the decision, which you were complaining about earlier.
Since the OP is looking for savegames/screenshots of 'Builder' type games in which one builds tons of buildings/large cities, I'll just dump these screenshots here and hope it's appropriate.
Huge Map, Marathon game.
I'm not sure if this type of gimmickry is even needed. In games where I possessed every luxury, I would get the notification that city X demands Y and the announcement that city X started WLtKD because I provided Y in the same turn. So a city's desire for a luxury is not predicated on the existence of ones outside your empire, they just get picked preferentially if they exist.Another 'trick' I employed during this game was that I accumulated 14 types of luxuries but purposely left out the last remaining resource within my borders. By doing this, I made all my cities want that single remaining resource to trigger the 'we love the king!' days and once they all wanted that single resource, I build the required improvement to trigger the 'we love the king!' days in all my cities. Once all my cities enter the 'we love the king!' day period, I send a military unit to raze the improvement, bringing me back to 14 resources. Once the 'we love the king' day wears off, all my cities will want that resource again because I no longer have access to said resource, only that I'll have access to it again once I rebuild said improvement. With Civil Society (Freedom) unlocked and the Hospitals and Medical Labs built, using this trick I triggered insane population booms that allowed my civilization to grow to high populations extremely quickly.
Alright, first try of this is not going so great. Part of that is my pacifist rules (building all your cities and workers yourself sucks!). Anways, got to Hospitals without too much trouble, but I can't build them! Wonder if it's just being on crappy hammer land, but these babies cost a ridiculous amount of hammers and/or gold.
Anyone have any ideas on that? Should I hold off on a hospital beeline and try to set up workshops in my cities first? I saved SPs for Rationalism>Secularism and Freedom>Civil Society, would it be better to wait until Order?
I guess my other problem is that I severely lowballed the amount of workers I needed to build since I'm so used to stealing them, and now I have a bunch of un-improved land.
So the big question here is how much of your city growth was spurned on by the Marathon setting. Is the scaling for city growth at that speed such that you think somebody could replicate your results in a game that has less than 1000 turns?
<GameSpeeds>
<Row>
<ID>0</ID>
<Type>GAMESPEED_MARATHON</Type>
<Description>TXT_KEY_GAMESPEED_MARATHON</Description>
<Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help>
<DealDuration>90</DealDuration>
[B][U]<GrowthPercent>300</GrowthPercent>[/U][/B]
<TrainPercent>300</TrainPercent>
<ConstructPercent>300</ConstructPercent>
<CreatePercent>300</CreatePercent>
<ResearchPercent>300</ResearchPercent>
<GoldPercent>300</GoldPercent>
<GoldGiftMod>67</GoldGiftMod>
<BuildPercent>300</BuildPercent>
<ImprovementPercent>300</ImprovementPercent>
<GreatPeoplePercent>300</GreatPeoplePercent>
<CulturePercent>300</CulturePercent>
<BarbPercent>400</BarbPercent>
<FeatureProductionPercent>300</FeatureProductionPercent>
<UnitDiscoverPercent>300</UnitDiscoverPercent>
<UnitHurryPercent>300</UnitHurryPercent>
<UnitTradePercent>300</UnitTradePercent>
<GoldenAgePercent>200</GoldenAgePercent>
<HurryPercent>100</HurryPercent>
<InflationPercent>10</InflationPercent>
<InflationOffset>-270</InflationOffset>
<VictoryDelayPercent>300</VictoryDelayPercent>
<IconAtlas>GAMESPEED_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
I'm not sure if this type of gimmickry is even needed. In games where I possessed every luxury, I would get the notification that city X demands Y and the announcement that city X started WLtKD because I provided Y in the same turn. So a city's desire for a luxury is not predicated on the existence of ones outside your empire, they just get picked preferentially if they exist.