Discussion in 'Civ5 - General Discussions' started by nefloyd, Jul 24, 2012.
Don't forget scouts are a common unit to capture cities with.
Heck yes! Sometimes I actually manage to get a Sight +2 Scout who can be a really good spotter.
Scouts with +2 sight is great for Artillery. Use Scouts to make enemy city visible and then hit with Artillery.
I usually use my scout to spot the barbarian camp that many CS targeted.
Then I will wait there to steal the last hit. Or any barbarian camp that has settler or worker.
Sometimes you will also see wandering captured CS worker(maybe barb got killed by AI archer or town bombardment), HAAA!! free 45 influence.
Scouts are good for worker guard/escorts too.
Things I only just now realized:
When making proposals to the World Congress, I need to think what my interests will be in 30 turns, not what they are now. Just because I can spare the production now to win the World's Fair, doesn't mean I'll have it available when it actually passes.
You can sell buildings out of a burning city.
It is really easy to set the AIs against each other. Bribe a warmonger to backstab their DoF buddy and watch the hate roll in!
Thanks to the newest gauntlet making me play a civ I'd never used before:
Polynesia can instantly cross oceans. I always thought their UA only let them cross shallow water, now I see them in a whole new way!
That is the only good thing about Polynesia. You still need optic ASAP to work all that coastal tile anyway. The UU obsolete quickly, and the UI is not the level of chateau or brazilwood camp. Average, you can only get tile with 2food,3culture,1gold and I found the positioning is more difficult than chateau
I appreciate UU that get used, but I don’t like warriors usually, so I always appreciated warrior UU. The Maori Warrior keeps their buff when upgraded. I agree with you completely that the UI is hard to love.
The Polynesian UI is available quite a bit earlier than the French or Brazilian ones, and it's not about the average, it's about the highest yield at that point, and 4 or 5 culture from a single tile at that point is huge, specially in your satellites.
Fair point about the UI being available early. Isnt the culture +1 for each neighbor? That would make 4 culture pretty rare (but I suppose one could get 6 which just the exactly right map). Counting on even 3 per tile seems optimistic (might be mode, but not mean average).
It's 1 base culture, +1 for each neighbor. 3 culture is pretty standard (it's just the middle tile in a straight line), 4 is fairly common as well. Thing is with the Moai that you can get benefits from it even if you don't work the tile, because it increases the culture of its neighbors, so you can put them on desert and tundra tiles, and even on tiles outside the 3 tile radius that your city can work.
Moai is meant to be weaker than the other UI, because it has other benefit that giving combat bonus to nearby units. Maybe that's why they made moai slightly weaker in term of culture. (although chateau also give +50 defense)
It shouldn't be weaker in terms of culture (and IMO it isn't) because both the Château and the Brazilwood camp give more gold.
This only works for me in the very rare game when I get a third promotion on a scout (and thus they have 3 move). The AI loves to one-shot kill scouts that end their turn two hexes away from a city.
Good point that the Moai at the end of line might not be worked, but they still increase the culture of the tiles that you are working! Characterizing them early game 6-resource tiles is fair.
OK, here's one. Not that I only just now realized it but that I constantly need reminding of it. Maybe some of you have this problem too.
Once war is declared between yourself and any AI civilization(s) you need to make note of which cities, if offered by the AI, you will be wanting and which you will not. Do it soon and write it down because when the time comes (the AI comes to negotiate cease-fire) you will not be able to look over the map and see exactly what you are being offered; only the city size.
Why? Well some times you don't want a particular city that is being offered you and you can substitute another more desirable city and so forth. But it bugs me that at the time I'm being offered anything I can't look back over the map and check. Feels like a game design oversight to me.
If your scout has met Mt Kilimanjaro and there's a hill in the way your scout can move more than 2 tiles. I had this in my last game but I forgot about my scout until the end.......
I find Kilimanjaro to be even more rare than a 3 promotion scout. Darius during a golden age would also be applicable. I think the main take-away maybe as a thing you only just now realized is that very weak units can be used to capture cities, once the city has been reduced to zero health.
Crazy talk! Polynesia's Heads are at least three times as good as chateaus, at least on maps like archipelago. You can build them far earlier and they generate a whole lot more culture and, later, tourism. Not hard to get heads that generate 3-4 culture, and you'll get spots where you can generate 5 or 6. Plus, there's some weird 'bug' that makes Heads generate a ton of tourism with Airports, more than you'd expect.
Peak tourism with 4-city France: 600. Maybe 700 if you're lucky.
Peak tourism with 4-city Polynesia: 1100+.
EDIT: Er, most people made most of these points already ...
You can refuse the offer, look things over, then return to talking to the AI. As far as I know, it doesn't change what they are willing to give for peace.
Does anyone have screenshots of a workable Moai tile generating 6 culture? I sketched one out on hex paper, but the only configure I could come up with was very peculiar.
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