New Version - February 7th (2/7)

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I also will agree that happiness is a little overtuned right now. That said, I will throw out a cautionary note that I still see some large happiness swings. In my last game I dropped 45 happiness in 2 turns when a war got started. Now I had the happiness to cover at the time...but the point is that you can go from "not even care about happiness" to "oh god, I need happy!!" in the blink of an eye. So to me I no longer feel that +10 is the magic number, I need to be in the 30s to feel I can handle the happy hammer without going into rebellions.
 
I also will agree that happiness is a little overtuned right now. That said, I will throw out a cautionary note that I still see some large happiness swings. In my last game I dropped 45 happiness in 2 turns when a war got started. Now I had the happiness to cover at the time...but the point is that you can go from "not even care about happiness" to "oh god, I need happy!!" in the blink of an eye. So to me I no longer feel that +10 is the magic number, I need to be in the 30s to feel I can handle the happy hammer without going into rebellions.

I think that happiness is in a good state now, perhaps a bit too much only, and primarily early/early-mid game. Wide got more happiness sources, and I usually are strongly above ten, but those happiness swings balance it out, I think, especially now that cities can actually flip. On the other hand, my tall games have a bit more of a happiness problem now, I usually have very high boredom and illiteracy in midgame when not taking at least one of Progress/Fealty (however, this is my fault perhaps as I tend to be a bit too wide for tall).
 
you can relax, this is fixed for the next release. although it wasn't really a bug but a vanilla behavior: within 4 tiles of an enemy city the AI would for some reason always kill an enemy worker instead of capturing it.
This isn;t actually bad behavior. In fact, I would love to see Ai destroying workers if it understands it can't get then to safe place. However, do it in next turn like CiV rules requires.
 
God culture games are so quick, I feel like I can play 4 of them in the time I can play a "regular game".

Standard Emperor with Brazil, Small Terra Map. CV on Turn 350.

Except for the rocky start, this was a pitch perfect CV. Also, the first game I can remember as Brazil in a very long time (I'll post my Brazil specific thoughts in the leader thread).

Observations/Notes

1) The Brazilwood camp tooltip is incorrect. It says it gives +1 gold, instead of the +2 culture it actually gives. Man that was a surprise when I first used it!
2) Pagodas I think could use a look at. Even with 3 religions, the yields just don't feel that great. If nothing else, they should reduce religious division even more strongly, as I am inviting unhappiness into my home in order to use them.
3) Bandereitas (Brazil UU however its spell) Auto Explore has some issues. When in the water they often just get stuck and don't know what to do. In one case, a unit just put out in the ocean to go explore went right back home! I recognize Auto Explore is never perfect but there is clearly something up with this unit.
4) CV still remains a mixed bag to me. On the one hand, it is by far the easiest and fastest win condition if things go well (maybe domination on certain maps). But on the other hand, it so easy to spoil, and its such a focused play that if you lose out on CV it feels hard to shift to another condition. Curious what others thoughts are on that. How successful do you find switching away from CV to something else late in the game?
5) I am really struggling to build all of my guilds with tall play nowadays. Those specialists are just so hungry!
6) Cacao improvement yields might need a look at. When I saw them after the plantation went up my immediately reaction was...."it was better before the plantation!" Now their Monopoly is great, but yeah it was interesting just how strong my visual reaction was to that.

Early Game
After founding my first city, I was quickly boxed in by Spain, Polynesia, and Austria. My third settler was built, so I tried to sneak in a good spot with Austria and Spain. Well that was a mistake. Spain declared shortly there after and I had way too little to defend. So my third city was gobbled up quick.

Back at home, there was one more spot that was worth planting down. Fortunately I had a 2 horse spot at my capital. I got my horseman up, and cleaned the barbs at my new spot. Claiming it, and 2 more horses. These would be the keys to victory!

Austria had declared on me at this point, and Spain sued for peace. I went heavy horseman and catapults, and decided that Austria had to die. It was a hair raising war for me, Austria even managed to sneak a unit behind me by water and snipe one of my horse spots (clever girl!). So had a few turns of dancing since my horseman couldn't heal, and Austria's spearman kept pushing. But eventually a puppeted 1 city, and then took the capital.

Austria sued for peace and the world was quite for a while. I spent a long time just getting my infrastructure up and running and trying to catch up.

Mid Game
Spies were my friend this game. They leveled up quick and I took tech after tech, coming to tech parity pretty fast. Religion wise I grabbed pagodas as I was surrounded by 2 other religions (one of them Spain's), and I knew mine would not hold out for long. Spoiler: It didn't hold out for long:) This would actually be a great thing for me, as Polynesia converted me, and he was the culture leader. So I had a shared religion tourism bonus against my main opponent the entire game.

Looking at the new world, I found one gorgeous spot with 4 fish titles. This would be a guild city I declared! With that city I finally build my last artist and musician guild, as I had been struggling to find enough food in my other cities to support them. So 5 cities and a puppet would be my world for the rest of the game.

Late Game
Everyone loved me this game. I traded, we threw around DOFs, blew kisses at each other...the usual for passive cultural play. WC wise I just kept throwing out Open Doors as I wasn't snagging any allies, but again through embassies (still don't think AI builds them enough) my votes were competitive. Hehe funny moment: When the first electron for WC leader came up, I didn't think I had a chance to get it, so I voted for Egypt. Everyone (including Egypt) voted for me and gave it to me. That's when you know your popular!

I was first to freedom this game, and most of the civs (including Polynesia thank god!) followed suit. Again, nothing but trading and happiness.

End Game
Once I had everyone but Egypt/Polynesia influential I finally saw some disagreements. Egypt gave me a denounce, and Indonesia actually declared war (and he was my staunchest ally!). Since Spain was literally in the middle of us, Indonesia pillages 2 trade routes and then we made up. Polynesia was smiles the whole time.

With the trade routes duration fixed, trade routes are once again a decent source of tourism. I pounded routes to Egypt and Musicians to Polynesia and finished the job on Turn 350.

It was an extremely passive builder game, but was a satisfying win.

Goof of the Game: So on ~turn 300, I realized that I had forgotten to build a caravansary...in my capital.....where all of my trade was coming out of!!! So...missed out on a bit of tourism and gold there.
 
Is it me, or this version is holding longer than usual? I took us almost two weeks to find anything worth addressing.
This version is very good, but multiple people have complained early on about the AI being overly friendly. I personally find that a major problem, and hope it will be fixed in the next version.
 
This version is very good, but multiple people have complained early on about the AI being overly friendly. I personally find that a major problem, and hope it will be fixed in the next version.
Genghis Khan certainly wasn't friendly towards me this game, warring me early. He didn't even change his mind when 5 turns before he declared the Ottomans settled a city RIGHT IN THE MIDDLE of his cities lol.
 
1) The Brazilwood camp tooltip is incorrect. It says it gives +1 gold, instead of the +2 culture it actually gives. Man that was a surprise when I first used it!
brazilwood camps make brazilwood spawn. the camps are +1:c5gold:, the ressource is +1:c5gold: and the monopoly is +2:c5culture:. that makes a standart jungle a 2:c5food:, 1:c5production:, 2:c5gold:, 2:c5culture: tile.
 
brazilwood camps make brazilwood spawn. the camps are +1:c5gold:, the ressource is +1:c5gold: and the monopoly is +2:c5culture:. that makes a standart jungle a 2:c5food:, 1:c5production:, 2:c5gold:, 2:c5culture: tile.

No brazilwood is 1 gold 2 culture, +2 for the monopoly
 
I haven't seen the AI friendliness problem in my games. Of the Civs I met one third tended DOW me, one third was rather neutral towards me and one third was friendly (but never agreed to DOF).

\Skodkim
 
I'm currently playing a warmonger Deity game against Songhai, Sweden, Rome, Aztecs, France, Assyria and the Zulus, and I've been constantly DoW'd and denounced by many civs, with almost no DoFs. So I guess the "too friendly" only comes when playing against less-warmongering civs.
 
I'm currently playing a warmonger Deity game against Songhai, Sweden, Rome, Aztecs, France, Assyria and the Zulus, and I've been constantly DoW'd and denounced by many civs, with almost no DoFs. So I guess the "too friendly" only comes when playing against less-warmongering civs.
Did you picked them or was it random? This constellation looks pure horror for any CV or SV passiv player. :eek:
 
Yes, it's quite horrific :D

I picked them on my own. For my next game I'll switch Assyria with Greece. I'm playing as Sweden (so we have two Swedens in the game :) ).

It's a very challenging game. In my current one I'm in a good position at the start of the industrial era, but in my 2-3 tries before with the same set-up I got mass-DoW'd and lost one or two cities plus got boxed it. I'm still learning how to playing in such a hostile environment where I have to be REALLY conservative in taking risks with city placements, (not) building enough military units etc., especially at Deity level.
 
Two minor things.

Monastery says ingame that it gives a scientist slot but seems it doesn't.

I've seen things that differ in the wiki (http://civ-5-cbp.wikia.com/wiki), note to self, double check ingame before making a choice based on wiki information (for example granaries doesn't gain culture from sun pantheon anymore).
 
This isn;t actually bad behavior. In fact, I would love to see Ai destroying workers if it understands it can't get then to safe place. However, do it in next turn like CiV rules requires.
It is a bad behavior, since disbanding is only allowed in friendly lands (except for scouts), so it was cheating.
(Note that those rule are going to change next patch)
 
It is a bad behavior, since disbanding is only allowed in friendly lands (except for scouts), so it was cheating.
(Note that those rule are going to change next patch)
Right, I forgot dibanding is allowed only in friendly lands (it used to be different cpl patches ago).
It is good behavior logic-wise though. I miss crippling wars to be honest.
 
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