New Version - February 7th (2/7)

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looking at Alhambra right now, 500 hammer cost (+%25 prod cost) and 420 gold investment opportunity. Compare to stables (same tech) - 300 hammer cost for 250 gold investment

Stables: 150 hammers for 250 gold - 1.66 gold to hammer ratio

Alhambra: 125 hammers for 420 gold - 3.36 gold to hammer ratio

it is almost exactly 2x worse of an investment. Because of that coincidence I thought i should ask, was this by design or an oversight?
Alhambra is an incredible wonder, so I wouldn't disagree if by design.
 
I got heavy tribute, and then a turn later found that I could get heavy tribute again. I was getting the -600 or so penalty from having gotten tribute recently but my "units near CS" bonus was 1000+. Is this because the CS had no units and my bonus score is based on a ratio of his unit strength vs mine? I was able to demand heavy tribute something like 5 times over 10 turns and then stopped because I was worried it was a bug. At the very least it didn't seem terribly fair.

I am noticing this in my current game. My nearest CS is terrified of me, and I can get heavy tribute from them every few rounds. That said, I'm not used to doing too much tributing so it could be intended.
 
Design. All wonders should be quite inefficient, as it is a race. If you get the wonder, the others don't.

well, the merits of such a system is a different conversation I just hadnt remembered there being that big of a discrepancy in the ratios between my options before. 3.36 was near standard to buy anything before all the gold changes, but now that everything else is more efficient its a different story.
 
I am noticing this in my current game. My nearest CS is terrified of me, and I can get heavy tribute from them every few rounds. That said, I'm not used to doing too much tributing so it could be intended.

Does the CS not have units of its own like in my situation? I was only able to do this to a recently wiped out CS, every other CS was working normally regarding tribute the rest of the game.
 

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Does the CS not have units of its own like in my situation? I was only able to do this to a recently wiped out CS, every other CS was working normally regarding tribute the rest of the game.

The cs has not been attacked all game.
 
Standard Speed, Small Terra Earth Map. Emperor, Standard Speed.
Won Science on Turn 404 as Portugal. A hell of a game!

A Few Observations/Recommendations

1) Nukes didn't kill planes this game. It may be because of bomb shelters, but that was new for me.
2) I felt that the AI didn't sprint to the finish like it good have. It had the techs to win science, but didn't build the parts. Yes I gave it good pressure, but if it had just abandoned everything and focused on the parts I think it would still have won.
3) I don't think the AI uses embassies enough in general. I always manage to secure a good portion of embassies in the world...even when I'm not really pushing diplomatic. This gives me a lot of leverage in the WC, way more they blowing your GDs on some early alliances. For civs that don't care its fine, but the WC is very important for good general play.
4) A funny realization I've come to. Late game...."concentrated" food is the most important resource. With the specialist changes lately I don't spam specialists nearly as much as I used to...but towards the late game its still the focus. And at that point, its all about the minimum tiles to feed your specialists. Most of my cities at this point are only working 4-6 tiles...and that is without a tradition or fealty. I am also starting to shift some late game trade routes back to internal because that food bonus can allow the working of several more specialists.
5) I think battleships could use a tiny CS bump, like 5. With their innate -30% penalty (-20% range, -10% indirect fire)...the 65 CS is not as strong as it might appear, and you start to notice that weakness against decently strong units and cities.
6) The first game in a while where I used AA guns instead of fighters for anti-air...as I got flight very late. Honestly I was impressed by how well they did.
7) A-bombs are too cheap to buy imo. Its like 1100 gold...that is nothing for the destruction it can bring.
8) Nukes are just so damn powerful! I feel like I've woken up to this new reality as it wasn't until recently that I truly started using nukes as a general weapon instead of the "weapon of last resort".
9) Is it possible to give the Giant Death Robot the basic paradrop ability? (not the skyranger for the Xcom). Yes I am being serious....at this point its already so late in the game that you are unlikely to see them anyway...but to give them a shot at use, giving them the mobility to actually get to the battleground would be a great thing. Oh...and they probably should get a CS boost. 100 strength sounds impressive, but when you are using uranium that could be a nuke, and its literally the unit you will get to use for a smattering of turns...its really not. I would love to see it really boosted, CS 120 would not be out of the question at all imo.
10) I'm still on the fence on whether Freedom is good for science play compared to Order. Great Leap Forward is an amazing boost, and timed right you can use it to snag another key booster like the Space Race. Plus the +25% GP + 1 of your choice can be made a GS to get another boost. Freedom has some good stuff don't get me wrong, but ultimately I feel that Order is the better overall ideology for science focused play. I'm curious what other people's thoughts on this are.

Early Game
Religion was very strange this game. I got God of the Sea as there was a lot of nice resources at my start. However, I also happened to bag a WLTKD early in my capital due to some awesome CS quest action early on that got me the key resource, so I delayed expansion a bit to let my capital grow a while. Ultimately I got 6 sea spots but my faith production was just slow...so I reconciled myself to not getting a religion this game. However....time went on, and the last religion was still unclaimed. After a long while (aka I am building temples and I don't have a religion long), I managed to pick up the last religion. Hehe I can't remember the last time that happened! I picked up Synagogues and Tithe this game with Council of Elders. Ultimately I never made a great religious showing this game, just enough to make my cities do what they needed to do.

The Incans and Egyptians decided they didn't like me....but I liked their cities so we came to an arrangement, and I got to vassal both of them. Sweden grew to be my neighbor, but we were both busy beating up others to hinder each other.

Mid Game
I went Progress/Statecraft/Industry this game. Statecraft is great with any trade focused civs, and Progress/Industry is such a powerhouse combo right now.

It began clear that Morocco was going to be my nemesis this game. He was an absolute culture ***** this game, and was racing ahead in policies. Also, he beat me to the punch on Treasure Fleet...which was the callout that he was a lot stronger than his relatively small size indicated.

He grabbed the Mayans as a vassal. We both took the biggest advantage of the new world. However, he focused more on CS early and started to pick up some of the early votes. His tech pace also started to increase, and I had to pull out the stops to get back in game.

Late Game
This was a funny WC game. I think Travel Ban and Passport were both passed and cancelled each, and travel ban ultimately got passed twice. I finally got my act together though and secured the CS alliances I needed to make the WC work with my statecraft. Important AI note: I really think the AI undervalues embassies. While the AI was gobbling up the alliances early I just plopped down embassy after embassy. Towards the later game even though Morocco had competitive CS alliances my embassies gave me a sizable advantage in the WC.

Morocco basically DOWed every chance he got. I would grab a few of his, he would grab a few of mine. He took over most of the New World, but I grabbed Palenque from his Mayan vassal, which was a key victory. Ultimately this is an area of play that I am weak at. I sue for peace too easily, as I just don't like long wars. That costs me, as there are definitely some situations I could have played out 6-8 turns more of war and grabbed some key territory. So Morocco was never truly wounded, and just kept coming back for more.

My spying, trading, and GS spamming had gotten me close to catching up with Morocco on science. Further I got Giorgio for my corporation, and with the power of Portual trading got franchises up faster than you can say Mickey D's. That was a tremendous culture boost, and really brought me back into the culture game. Eventually I would manage to surpass Morocco in culture. I then put the double diplomatic whammy of Sanction and Decolonization on Morocco, so that took him down a peg.

Very Late Game
So Sweden. I had Sweden as my neighbor....which is normally bad news. So I kept building an army at my border. But no war. Ok...Morocco is pushing me this time, surely Sweden will jump in!....nothing. Sweden has Carolean's, now he will pounce!....nothing. Sweden went autocracy...Sweden don't let me down....ah hah I knew you couldn't stay away forever! So Sweden finally had a go at me. It was a short war, I actually had no airforce against his planes, so it my first time to really test antiair craft guns against aircraft without aircraft of my own. Honestly they did pretty good, and we came to a stalemate. Sweden sued for peace, and became my buddy for the rest of the game. I guess he saw Morocco as the bigger threat. Because...Morocco was the bigger threat. Morocco was teching like it was going out of style. He went nuclear first, and got the space race first.

CS wise a lot of them had been taken at this point, and its like the world just decided we didn't want to deal with them anymore, so the diplomats just stopped. I felt that diplomatic was not in the cards this game, science or bust I say!

I did a mad dash for Hubble. This was scary for a time as I ignored key military tech but managed to grab it. Morocco had gone Rationalism and it kept pushing his science ahead, but I had gold out the wazoo...so on and on we went.

Morocco got Order, and I later followed with Freedom. Honestly I've been liking order more for wide play (and Great Leap Forward is crazy good for science play....just, so good), but it felt thematic to contest Morocco ideologically...and I wanted to see how Freedom would hold out in just such a scenario.

I went for a CERN rush to get back in the science game....but once I noticed Morocco had gotten it, I knew I was out of time. Though I don't like to war....it was my only option. And by war....I mean DROP THE BOMB!!!

I had a ready supply of uranium and rushed A Bombs like crazy (quick note: A Bombs are crazy cheap to purchase for what they can do...seriously I went from no nukes to I can level a continent in 1 turn). Got my carriers near his capital, and bombs away.

I blasted his capital and his second best city, and managed to take his second city with my navy. I started the raze, and got into a funny situation as he desperately sent land units to take it back, but a river kept stopping them right before the city, and I just blasted away each unit with my navy. This continued for several turns until he finally took it back (did he actually use amphibious? I never confirmed). But I just took it again and finally finished the job.

The End Game
Morocco got to the 80 techs way before I did, so he had what he needed to win. But this time I didn't let up, even though he sued for peace turn after turn. I noticed his GPT was completely in the toilet, while my economy was strong and intact, so I kept hammering away. The War Weariness got so bad that I was down to 20 supply cap...but Portual has stupid GG and GA production, so I just kept getting +2 supply to keep me afloat.

I voted in the International Space Station, and I knew Morroco was hurting when he only got third. At this point I had gotten what I needed from Freedom and came back to Rationalism...filling that tree. That combined with those last key GS from the space station got me to the techs I needed. I started buying parts like mad, and finished the job on Turn 404.

Honestly...I still think I should have lost. Morocco had the full techs to build the space ship for a lot of turns, but didn't make a single part. I guess he felt so threatened by my nukes...or maybe just couldn't get his aluminum together, but it was strange.

Was a very fun game though, and probably one of my best true showing on Emperor. I finally feel that I can live in this difficulty, as opposed to just visiting from time to time.
 
As Infixo pointed out to me when I was having this problem: MessageLog must equal 1 to get logs.

From what I understand, to get AI logs (not necessarily any other debug information), the following variables must be in place:
Code:
; Enable message logging
MessageLog = 1
; Enable AI logging
AILog = 1
; Enable AI performance logging
AIPerfLog = 1
; Enable Builder AI logging
BuilderAILog = 1
; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 1
; Enable the logging system
LoggingEnabled = 1

Is there any way these requirements can get added to the "Bug Reports" sticky? Should I just make a post in that thread with this information?
Perhaps the VP installer could modify the config automatically so that all logging is enabled? :)
 
If this wasn't reported - AI can capture worker and diband it at the same turn. Player can't.

it was reported, no proof was shown and they assumed it was because worker was "liberated" to original civ, not disbanded. ive confirmed multiple times now they can absolutely make *my* worker disappear though (one I built, not stole) on the same turn they capture it, but I dont have the logs or saves to show for it either.
 
I to have seen my worker destroyed immediately after capture. @Gazebo , do you perhaps need logs for this?
My friend experienced this in MP, too. More than once, but at least once he was sure it was his own worker, not a captured one. dont have logs :(
 
I am England in the Medieval Era and Theodora is in the same era, but I just had gold stolen from my capital by a Byzantine spy and then my spy was killed in her capital. How is this possible?
 
I am England in the Medieval Era and Theodora is in the same era, but I just had gold stolen from my capital by a Byzantine spy and then my spy was killed in her capital. How is this possible?
i'd guess shadow networks (gain additional spy) from statecraft? is that a possibility?
 
Thanks for the reply, Ilteroi.

I also wanted to add to those voices about abundance of happiness in this version. I seem to have very little trouble staying in the 10+ region from the medieval era onward.
 
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