Things you only just now realized

That's not true. You can build nukes with uranium from any source.

So, I missed something. Manhattan + Uranium + No forbidden of nukes. And I could not build a nuke. Gandhi had one, but I was unable to select it in my units lists.
And I tried in city where I build Manhattan project.
Unable to build or to buy.

???

I'll check again this saved game.

I concluded, I need to have my own uranium. Sorry for the confusion. I screwed something.
 
Maybe you're going to war with a person you were getting Uranium from which would end the deal?
 
So, I missed something. Manhattan + Uranium + No forbidden of nukes. And I could not build a nuke. Gandhi had one, but I was unable to select it in my units lists.
And I tried in city where I build Manhattan project.
Unable to build or to buy.

???

I'll check again this saved game.

I concluded, I need to have my own uranium. Sorry for the confusion. I screwed something.

Are you sure the CS's uranium was improved ?
 
I'll add something. I did not realize that a Silver medal in the World's Fair could go to any civs that reached a certain production threshold. When I initially saw that I finished 5th with Venice, I was bummed but then it said I could get a free SP. Then I looked again and saw that 2nd to 5th place all finished with the Silver medal.
 
A second thing I just realized, if you have captured an enemy Prophet and your other enemy has a nasty defensive religion that hampers your conquering efforts. Better take that other enemy's prophet with you when you go to take their cities. As soon as your infantry is next to the city, fortify them and move that prophet right there. Spread religion, and bang, no more defensive bonuses on that city ;)

Pretty smart. ;)

Something i found out today: Nuclear missiles can actually raze cities (not capitals, i presume). Dropped two nukes on Portuguese city, then selected a tank to invade it and realised the city isn't there anymore. :eek:
 
Okay, it’s now how I play, the AI civ leaders really are all jerks. From Revisiting the Design of Civ 5, some emphasis in the original, but I added more:

My original goal was for the AI leaders to act human. But humans are ambiguous, moody and sometimes just plain crazy. This can be interesting when you’re dealing with actual, real humans, but I learned the important lesson that when you’re simulating one with a computer there’s no way to make this fun. Any attempt to do so just turns into random, unproductive noise.

I came to realize that while diplomacy is a unique challenge, it’s ultimately still just a gameplay system just like any other. Regardless of whether your enjoyment is derived from roleplaying or simply a game’s core mechanics, if your opponents’ goals and behavior aren’t clear then you’ll have absolutely no idea what’s going on or what to do.

In Civ 5, you might have been lifelong allies with a leader, but once you enter the late-game he has no qualms backstabbing you in order to win. With this being the case, what’s the point of investing in relationships at all?

By no means should AI leaders be completely predictable. However, they do need a clear rhyme and reason behind their actions. The computer opponents in Civ 5 were completely enslaved to their gameplay situation, and as a result they appeared random and very little of their personalities shone through.

They were all crazy, and in the exact same way. In the months after the game was released I modified their behavior to be more predictable, but it was too late to completely change course. The biggest takeaway from this is that the only thing which matters in a game is the experience inside the player’s head. It doesn’t matter what your intentions are or what’s going on under the hood if the end result just isn’t fun.
 
Okay, it’s now how I play, the AI civ leaders really are all jerks. From Revisiting the Design of Civ 5, some emphasis in the original, but I added more:
The exact same thing of "allies for the whole game, then backstabs twice" happened to me in my last game again. But I just realized that the "declare war, end war after just a few turns, shortly after that declare war again" fits perfectly Denmark's (who I was playing against here) ability and supposed character.
 
You can still garrison in BNW. It all makes so much sense now...
 
The guruship follower belief has a +2 hammer bonus when a specialist is in a city. What I realized just now is that the guruship follower belief doesn't give +2 hammers per each specialist.
 
You can found a religion in a city which is already Holy City for another religion. In this case it will be a Holy City of two religions and will spread them both.

Discovered by guven
http://forums.civfanatics.com/showthread.php?p=13175038#post13175038

Spoiler :
attachment.php



The most amazing thing for me is that nobody earlier discovered this - everyone assumed that Holy City obviously can be Holy City for just one religion :D
 
From my latest barbarian game (playing with no cities): http://forums.civfanatics.com/showthread.php?t=524417

I learned a lot of new things.

A few weird ones:
1. Units cost no gold if you own no cities
2. If you own no cities every city you capture becomes your capital with a complete palace however, as you select <burn> before this checks you can actually repeatedly burn your capital. It then says: you lost your capital! And the capital vanishes from the game.
3. If you capture an AI capital owning no cities it does not do this, but upon annexing the first thing it builds is a palace which takes 1 turn. It then also becomes your original capital AND the AI's original capital:
Spoiler :
kSdZFCy.jpg

4. If you never founded your original city even when you later capture cities and they have science points the science tree doesn't progress. It seems frozen of a sort. Same with production in cities. You can jump-start it by manually opening the science tree and clicking on something. Science and production in cities then starts. Seems to be a glitch from never having that initialization turn after you found.

Lots more, but these were the funnest!
 
When you stay for a few more turns for the one more turn after the science victory, you will see additional spaceships leaving the city where you built the first spaceship. Additional spaceships leave way after the first spaceship leaves and after the science victory.
 
I frequently keep playing after wining or losing, so I am not sure of the circumstances, but I have seen additional spaceships leaving cities from other civs (maybe only the civ that won, but I think this was when I won) in at least two games. My memory is clear that it was multiple cities launching ships on the same turn. I will pay attention next time it happens now, as Firaxis may have been setting up the premise for Beyond Earth all this time!
 
I just realized that making the revolution for the world ideology can make that much more happiness especially with a large empire and population. I switched to autocracy from freedom since autocracy was already the world ideology and easily gave that much more happiness.
 
I discovered for the first time yesterday that Ironclads can capture cities. I was playing a King game on a Archipelago map and Dido was being a warmonger, she captured 4 other CIV capitals then she came after me with Frigates and Ironclads but initially no ground troops. To my surprise after wearing down the defences of one of my cities, she took it over with an ironclad. I was like, WHAT?! So I learnt something I never knew before.
 
Spain's Unique Ability can really kick some butt: Twice the tile yield from natural wonder means that if this natural wonder produces 4 faith as standard, when you play Spain and pick the +4 faith from natural wonders pantheon, that natural wonder now produces 16 faith. Yes, 16.
 
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