Things you only just now realized

Probably on here long ago, but I take screenshots so, so sparingly:

Shift + F12 is how to take screenshots on Steam by default. But, this also causes me to load my most recent Cloud save. Thus, if I take a screenshot by keyboard commands, I take the screenshot and promptly load a different game. Is this something others have ran into? I've had Steam since Counter-Strike came out as a mod for Half-Life, and sometimes I'm still surprised at the user-interface choices.

You can change the ss button. Mine never changed and still produces ss by pressing F12 only, but honeslty I once hit Shift and F12 simultaneously too and was also quite confused. Ss sound and reload, dafuq?
 
Is there any way to even change the key bindings in Civ V? I hate accidentally hitting F12 and losing my game. I've since made autosave every turn, and I don't think I've hit it by accidentally in a while, but I still don't understand why there are no key binding changes in a game as big as Civ.
 
I realised :c5food: is more important than :c5production: or :c5culture:

this is my opinion, but better player can correct me if this isn't true.
 
I just witnessed a civilization prophet-bomb itself...

The story starts with me stealing one of Hiawatha's Confucian prophets right before I killed the Iroquois off. Darius' Zorastrianism was starting to spread a bit too much for my liking on the other continent, so I decided to take this prophet overseas to spread his seditious message throughout all of Persia to stunt Zorastrianism's spread.

Meanwhile, I started a war with Napoleon, founder of Buddhism. Napoleon stole my Confucian prophet with one religious spread left and promptly took it to his Buddhist holy city of Paris and prophet-bombed himself with a heavy dose of Confucianism.

I'd like to give the AI the benefit of the doubt and guess that it did this to gain some advantage that Confucianism provided, but I'm pretty sure that's not the case.
 
I realised :c5food: is more important than :c5production: or :c5culture:

this is my opinion, but better player can correct me if this isn't true.

I think you could say it is true in the sense that between 0 food, 0 hammers, and 0 culture outside of the starting tile and palace, the very worst would be 0 food. But, really, there are so many interacting parts in the game that it is about striking a balance. +100 surplus food and +5 hammers does you less good than +80 food and +25 hammers.
 
I realised :c5food: is more important than :c5production: or :c5culture:

this is my opinion, but better player can correct me if this isn't true.

I'd say for the capital, up to about 15-20 surplus this is true. After that I'd rather have more hammers. 15-20 surplus will get you up to a 30+ capital by end game, but after that extra population isn't important. They end up filling things like merchant specialist slots which by that time will never produce a great merchant.

Isn't too difficult to achieve:

+2 granary
+2 water mill
+2 Tradition
+3 from dedicated city-state
+4 from two dedicated river-side tiles

All multiplied by growth percentage bonuses from Tradition, ToA, or religion.

Everything else I would rather put into more hammers first, gold/culture/science after depending on what victory I am going for.

As for secondary cities it depends. If going four city Tradition, the above is true for every one of the cities. If playing very wide, a food surplus of ~3-4 is sufficient for the entire game (aqueduct not even needed), then everything else can go into hammers/gold.
 
I realised :c5food: is more important than :c5production: or :c5culture:

this is my opinion, but better player can correct me if this isn't true.

It isn't true in multiplayer in duel-like situations, which happens all the time even on pangea 6-8 men. You need every hammer to win settling race.
 
I just witnessed a civilization prophet-bomb itself...

The story starts with me stealing one of Hiawatha's Confucian prophets right before I killed the Iroquois off. Darius' Zorastrianism was starting to spread a bit too much for my liking on the other continent, so I decided to take this prophet overseas to spread his seditious message throughout all of Persia to stunt Zorastrianism's spread.

Meanwhile, I started a war with Napoleon, founder of Buddhism. Napoleon stole my Confucian prophet with one religious spread left and promptly took it to his Buddhist holy city of Paris and prophet-bombed himself with a heavy dose of Confucianism.

I'd like to give the AI the benefit of the doubt and guess that it did this to gain some advantage that Confucianism provided, but I'm pretty sure that's not the case.

Love it, I've done this to myself to grab extra holy buildings but have my Gr Prft on hand to turn back my capital to the true Zen Sunni faith in the same turn.
Another example why the AI needs all those bonuses.
Still cool to watch.
JD
 
Not sure if this has been mentioned... (there should be a common acronym for that statement: NSITHBM :) ) but scouts can attack.

If your scout found a barb camp a million miles from your army and a CS wants it removed, the scout can attack it and eventually take it. His attack rating sucks, but in a pinch he can be used offensively.
 
Not sure if this has been mentioned... (there should be a common acronym for that statement: NSITHBM :) ) but scouts can attack.

If your scout found a barb camp a million miles from your army and a CS wants it removed, the scout can attack it and eventually take it. His attack rating sucks, but in a pinch he can be used offensively.

Well, as long as tech isn't along enough where the barb is now like a musketmen or worse which will wipe up your scouts just defending against them. I really wish in the core game there was an upgrade line for scouts. Although I usually just wind up using horses eventually, as long as I didn't get the wrath of the strategic resource Civ deities. :lol:
 
Yeah, they stop being able to do it about when pikemen start showing up, but that's quite a ways into the game for the barbarians, who still have warriors and archers in their camps well into the medieval era.

A spearman would take a long time to take out when you inflict 10 damage and suffer 40 or 50 damage, but it all depends on how far away a real military unit is. Archers can be taken out pretty quickly.
 
Yeah, they stop being able to do it about when pikemen start showing up, but that's quite a ways into the game for the barbarians, who still have warriors and archers in their camps well into the medieval era.

A spearman would take a long time to take out when you inflict 10 damage and suffer 40 or 50 damage, but it all depends on how far away a real military unit is. Archers can be taken out pretty quickly.

Haha yea I always love it when you see a camp with Great War Infantry, and another spawns nearby with a Brute.
 
And it's always fun when an AI civ whittles the guy in the camp down and you run in and snake it with a scout. Yoink!
 
Also, this is incredibly minor, but usually if you move from one hex to the other and an enemy unit is adjacent to both, you lose all your movement points, right? Well if you attack and move in the same hexes (that is, if you attack and win the combat, and move into the hex you attacked), you don't lose all your points, even if there is an enemy unit adjacent to both. If you have any points left over you can still keep moving.
 
Put the code:

Code:
function OnUnitNameRClicked()
    -- rename this unit
    OnEditNameClick();
end
Controls.UnitNameButton:RegisterCallback( Mouse.eRClick, OnUnitNameRClicked );

right before function OnUnitRClicked() inside ...\assets\DLC\Expansion\UI\InGame\WorldView\UnitPanel.lua

and that's it. Once the code is inside the file, you will be able to Right-Click the name of the unit at any time to rename it.

Yeah, I felt like sharing something with civfanatics today.... but only today.

Thanks for that!
 
Not strictly a 'just discovered' for me but this is such a useful thread I thought contributing this little tip would be helpful.

Let's say you have just founded a city, switch it to production focus and lock the available citizen to a high food yield tile. When the city grows, the actual between turn process handles city growth first and then production. What this amounts to is your newly popped 2nd citizen pulls in a turns worth of extra hammers during the turn the city grows. Free production!

I must note that I did not discover this and think the original source was these very forums but like I said, re-posting in this useful thread for all to see.
 
Not sure if this was posted before but I had no idea that:

If you are playing teams (as we did this past weekend in MP) you can drop your own GG citadel on your teammates land and steal their land. lol.

This can't be working as intended.

I was attacking a city and his teammate brought troops and a GG to help out. Not sure if he accidentally hit the citadel button or what but he stole all the tiles next to the city and basically screwed over his teammate. Was hilarious but pretty much ruined the game.

I didn't get a screenshot - was laughing too hard, but I'm trying to get the host who saved the game to get me one.
 
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