Things that you do to pass the time between turns when playing 16 civs on a huge map

In between turns I watch TV works pretty well to pass time

but I`m wondering why do turns on big maps take so long? does it really take that much processing power to play the game quickly on huge maps?

This is what I`m wondering. if you had a 50 gigahertz computer would it make the turns any faster then a 450 megahertz computer?

because from what people are saying here the speed of your computer doesn`t really have anything to do with time betweens turns I don`t get it??

Did fraxis put a cap on speed or something?
 
As far as I understand (and heard from Dan) all calculations regarding culture, borders etc are very demanding. On huge maps there is room for lots of cities. You can probably figure the rest out by yourself.

When Firaxis made the game is was supposed to be played on standard maps. They added the two larger ones only because the demand from us was all to heavy. In fact they did not want to but were afraid to get bashed it they left those large maps out...:rolleyes:

The calculations have been optimized as far as Firaxis is able to. If you don´t like the turn-lag, then stick to the standard map the game was originally designed for. :)
 
You're all crazy. I don't have this problem. Each turn only takes a few seconds for me, no matter how large the map etc. etc.

Guess I built myself a good pc (vanx pats himself on the back).

:)
 
I find it inexplicable that someone would think we would be willing to trade our love of epic games on big maps for this lame culture concept.

Culture adds nothing to gameplay except aggravation.

This has to be one of the biggest goofs in game design history.
 
Originally posted by jimmytrick
I find it inexplicable that someone would think we would be willing to trade our love of epic games on big maps for this lame culture concept.

Culture adds nothing to gameplay except aggravation.

This has to be one of the biggest goofs in game design history.

That's YOUR opinion. MY opinion is that culture adds a gameplay dimension that was sorely lacking in previous versions.

There ARE other viewpoints out there, you know. :rolleyes:
 
I would love to hear someone explain how culture adds a dimension to gameplay.

Heck, we just build the same buildings that we always did and ta da, we have culture. What does that have to do with gameplay?
 
the vice-versal dependence of trading, researching, income, production and all. It all depends (partially) on your culture...

guess you´re just a bad player and are taking it out on the game-concept. Aa, it´s definitely not YOUR fault... :rolleyes:
 
I like the concept of culture. :)
 
I don't know if it will work for others, but it works for me. Just pretend you are the other culture. You are being invaded. The army swarms past your hometown and sets up a little military police in your town. A few weeks or months later the army has moved on to the next town. Well, wouldn't you consider an uprising?

Most players having trouble with culture have two strategic problems. They are invading, not defending, and invading on huge scales. And they have no regard for native culture and can't understand why brute force can't keep the people in line.

I too blitz, when the opportunity arises.

In my current game, as the Americans, I was attacked by the Persians several times over history. Being rather busy building factories and hospitals, I played defense building riflemen, cannon and cavalry for over a hundred years. Finally, when I was ready, I attacked with huge numbers of tanks. I swept away the Persians. I dutifully built temples and other improvements in each conquered city. When I got to the last Persian city, the city just behind my forces rebelled, destroying the garrison. (I was pressing to finish them off before any flips. Oh well.) Anyway, I had to turn my army around and retake the city.

The Persians were in the wrong, but I blame their leadership. With new mayors in every town, I am now rebuilding their infrastructure. I have my own workers joining with Persian workers building new roads, rail and farms. Peace reigns.

america1585ad.jpg


Notice the cultural hotspots in the northeast. I have built all major city improvements in the indicated cities. Plus, a minimum of temples everywhere else. When the Zulus and Russians see my cities, they see progress and happy citizens. This helps keep the unruly under control.

This game is over.
 
You forgot drinking.... :cool:

:beer:

..the game actually runs faster after a few glasses.
 
Originally posted by Mr Spice
I like the concept of culture. :)

My goodness, what has happened to the respected "Nice Spice", Citizen Mr. Spice? Have you done him in?

Or has he evolved to a higher stage?

Just kidding. Are you the same cultured indiviual?


BTTMAH, regarding culture, overall I like it but do not think it an overhwelming innovation. I DO like the borders thing itself a lot. Have had only a tiny number of culture flips, all in my favor, but then I usually raze conquered cities and dislike being forced to do that, due to the chance of a flip + loss of garrison. Really wish the later only turned the units to 1 HP plus pushed them outside of the city.

But as jimmytrick said earler in this thread:

"Heck, we just build the same buildings that we always did and ta da, we have culture. "

I'd like to see more culture buildings, like say Museums or Theatres, whatever, THAT ONLY HELPED CULTURE AND DID NOT HAVE MULTIPLE USE AS RELIGIOUS OR SCIENCE BUILDINGS (as Temples/Catherdals/Libraries/Universitys all do.) The Civ games have always been about making choices, sometimes hard ones, and having buildings help with science output or happiness, AND give culture, makes building them more or less a no brainer. YES, you have to decide between them and military units, or sometimes commercial output (like marketplaces) but still.

Having a 5 (ore even say 10!) culture pt. Museum or Theater that did NOTHING for anything else, and cost a bit slightly on the high side (say 160 or 200) would leave a player on the horns of a delemna, which means they would have to make some tough choices. Those values would of course need to be tested, but you see my point. Throw in some cheaper but lower point, culture only buildings as well. You could do something like this in the editor of course, but I don't want to take away anything we can already build (ie change them to this). I have been personally pretty cautious about using the mods allowing totally creating new stuff, had some problems with my system (ie the game crashs) doing that (afraid I am not much of a computer guru).


ANYWAY, culture I think is an ok concept, but they could have done better implementing it.


Passing time between turns- READING, and playing with my cat who had been sitting on my shoulders during the active part of the turn. (Thank you Mr. Dylan, he IS a Saimese.)
 
The game is pretty forgiving concerning modifications.As for culture,I like it,what annoys me is that my fortresses don´t have a one culture tile,I usually build one at a choke point on my borders and well I go through the entire thingy,if there are no hills or mountains I grow forests,only to find my "castle" being on their side of the border sooner or later,this doens´t make sense to me,since castles were garants for sector control before museums and theatres came along ;)
 
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