UF1 - The Deep End

they can, i read a game report from a player who supplied a city state with loads of mech. infanteries and they conquered the whole KI player.
guess they have the same underlying mechanics and are only limited by their cities production and their diplomatic abilities.
 
Hmm my vote would be for military tradition + upgrade to knights and finish the game that way, it's more fun than spending 60 turns settling cities unopposed. We can find a suitable city-state to ally for a forward base
 
Agree with uberfish, let's finish it as fast as possible once we know where our enemies are.

I actually can't believe how incapable the AI is in a normal game. This is immortal and we dominate with a few units. It's quite disappointing to be honest. Seems like a normal game not playing AW is no challenge. :nono:
 
I would not call military city states useless, we just had bad luck.

They give random not absolute unit we can produce and have resources for (no civ specific units, just general if we can produce civ specific).
So right now we can get scout, warrior, archers, spear, sword, chariot or horse rider.

In addition, almaty supply as with horses, as we now do not have surplus horses I would consider paying them 250gold, so we can produce more units.

/deactivating lurking systems...

I am pretty sure this is not true. I don't know if difficulty setting has anything to do with it as I have only played on easier difficulties, but my guess would be not. I am almost certain I have gotten units that I do not have the technology for. Perhaps it has to do with the age you are in? Or maybe I am just mistaken.
 
Well, I can say only form my experience.

On other note, we really should not settle any more cities.
Cities are very expensive in civ 5, if not supported by social policies.
It is extremely hard to get out of red unhappiness, because penalties are extremely big.
 
To be true, I completely lost interest in civ 5.

This game is about how far strategy go in civ5. Any building strategies are inferior, as cost/benefit ratios is very small. For wanders risk to loose them is very hight and gold return small. They really need to repay 4 gold for every unit of production went to wander to make it somewhat compensation. WE can no any longer to transfer gold to science, and cost of buying stuff is 4 to 1.

game progression is extremely linear. There are a few "cheeses" like banking social policies to use them in better ages.

Social policy cost progression is bad. They really need to change formulae, reducing penalty for cities own and add penalty for age change. That would make it a bit more interesting.

First, it will make banking policies a bad idea. Second it will give player some strategic decisions, like to I was to progress technologically but stagnate socially or I want to slow down technological development and progress socially?

Stupid AI which has no idea how to defend and has only one strategy - trow units at player.

even that it doing very badly, no tactical calculations at all. One would think that about 3 moves deep brute force AI is easy to make and to that expensive computation wise. But they manage to use up all processor on something else. I have no idea what for, as game freezes for 30-60 seconds in later stage when you just give command to move unit 2 ties.

Building AI wise, I do not believe is exist. I think AI just getting units/per city randomly same way as we get units from city states. Automated workers - what a j/k.

I am sorry, but as civ going that is not civ, that will be good game in time of civ 1, but even civ 1 had more dept in it.
 
Just random thinks I want to share as I have nothing to do at the moment.

Last game I played, I liberated Gandy 2 times and it was not me who killed him.

So, I was going to mop up last opponent with modern armor and mex infantry, Gandy left alone expanded to 4 tundra cities and had 4 spears.

So, they coming and telling me that now I get it, and Gandy saying that it is only chance to defeat me declare war on me. :)

well I will repeat, I liberated him 2 times from dead state :), was selling him resources for like 3 gp/turn.

It is actually curious, as you can only liberate one city when he is dead, if he is alive you can not...

I should not have started, game is soo Zero, no point to beat dead horse.

Diplomacy in civ 5....
 
I was wanting to write a runt about latest patch, but just deleted it all.

When we were patching civ 4 some one very smart was working in Firaxis.
just slight reduction in maintenance cost stopped cottage spamm to be the only valid strategy and make a huge diapason of different strategies valid.

Currently Firaxis policy is: some feature is unbalancing - delete feature.

Diplomacy was pretty mach manless before patch, but trade was the only diplomatic exchange that had some value. Now that was removed.

Really, in civ 4 one was able to influence neibors in lots of ways, religion, civics, trade, open borders, tech trade, spies, corporations, App palace, UN.. list go on, now.....

I Post it before I deleted it again.
 
I'm back and will play tomorrow morning.

@Mutineer - Yeah that patch was underwhelming. The optimist in me says maybe they are fixing crashes and glitches before fixing flaws in the game mechanics, but the realist in me notices the few balance tweaks they put in were not very well thought out :(.

Darrell
 
I try to play a game and give up, they introduce a new bug. Neutral food city (In my case size 3, produce 6 food, use 6 food) now starve if food backed is empty.
 
I try to play a game and give up, they introduce a new bug. Neutral food city (In my case size 3, produce 6 food, use 6 food) now starve if food backed is empty.

Before I befriend a maritime city state, I decide on how it'll effect me long term. Will I be able to afford the friendship? Will I be able to accept the fallout if I lose my friendship with this city state? Therefore IMO, its just another strategy. This is assuming I'm understanding you correctly.

Who's turn is it anyway? Edit:


Current Roster:
  • Uberfish
  • TheRat
  • Darrell - Up!
  • Seven - On Deck
  • Methos
  • Mutineer
 
(95) - Inhertied turn I look around. It certainly seems like we've already won. I note that Thebes is 23 turns from a Great Engineer. That's...longer than the game will last I bet. IBT, the plan works :):

t95i.jpg


Nice...free Furs to boot.

(96) This might help:

t96a.jpg


Sailing is in. I can't decide if we are going for workboats or Optics in the theory that an enemy is across the way from Beijing, so I select Optics next. Its only a three turn tech and Harbors are nice. I also sell OB to Gandhi for 43g. Didn't that used to be 50g?

(97) Hmm...a Settler is built. Uh...the Sugar/Iron spot looks nice.

(98) Rome is dead. Where is everyone else?

t98l.jpg


Seems likely America is north of Thebes. Units march.

(99) Ecbatana founded:

t99g.jpg


Production set to...a Catapult. Yeah, that's the ticket. With a GA they will fly down our great road network. Workers have much to do, conencting cities. Sugar. Iron. Cows. Cotton.

(100) No idea what this means:

t100g.jpg


Someone has 6 Social Policies I guess. Optics is in so I go Civil Service next for double length Golden Ages, beefy farms, and a stepping stone to Knights. We are officially Medieval.

(101) On a lark I sent a horse dude north the little spit of land by Beijing that looked like a penninsula but turns out to be an Isthmus:

101yi.jpg


Our swordsman is across to the island and just feasting on 10 XP barbarians.

(102) It occurs to me that those troops I was sending northeast from Beijing probably need to hang around and take care of whoever is north of Beijing. I noodle it over and decide to bring back the GG and the Horseman, but keep the Archer going. We can annex and purchase units out of Beijing if a Horseman and Swordsman backed by a Great General don't appear to be enough. Funny:

t102.jpg


Nice timing I say. Its a Catapult on the other end of the world. In bewteen turns we meet Askia of the Songhai, the last AI I believe. I sell him stuff for gold.

(103) Our swordsman discovers a ruins and an encampment on the little island.

(104) Okay, this turn is a bit :crazyeye:. Horseman north of Beijing kills encampment. Meet Bucharest and they are immediately friendly from this action. Bucharest's borders reveal Cape Town. The encampment held a worker which I return to Monaco, which becomes friendly (we couldn't even see it). I pay Cape Town 1000g for another Maritime alliance. Their borders reveal Old Faithful for some good 'ol happy. They also reveal Sidon. Sidon has Horse and Iron, and based on location and being Militaristic it might be a good spend for whicehver bad guy is up this way (surely Songhai at least). I think that encampment was also bothering Bucharest (it was near enough but across the bay), because they claimed friendship as well. They have a ton of Iron and Whales if you recall.

(105) Our horseman start to pass Thebes and into the great unknown. There is an encampent on the west coast that has a Spear, so beware. We meet Vienna and Geneva.

North of Thebes:

105a.jpg


North of Beijing:

105bp.jpg


Don't forget to explore the ruins with our Swordsman next turn, I left that honor for the next player.

Darrell
 

Attachments

Back
Top Bottom