Thread: Civilization V

  1. #2131
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    Quote Originally Posted by peacedog View Post
    It seems nonsensical to force me to move it out of the city, but good to know.
    The Great Scientist builds an Academy on a hex so it has to come out of the city. I assume the others build a special building too but have only seen the Scientist and the General (who starts outside anyway).

  2. #2132
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    Quote Originally Posted by Tim Partlett View Post
    Do you want the AI to do stupid things in order to allow you to win?
    Turns out that the answer to that, for a lot of people, is "Yes." Soren Johnson gave a talk on youtube about coding the AI for Civ. Some people want the AI to beat them. Others want the AI to facilitate an enjoyable play experience.

    I much prefer AIs that create a better player experience than play-to-win AIs

  3. #2133
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    Quote Originally Posted by Warpstorm View Post
    Happiness is on the top of the screen with a detailed breakout on the tooltip on it.
    Thanks! I'll look again tonight, but I was digging around last night in that area and couldn't find it. Is it possible for you to post a screenie with some instructions? That would help immensely. Or perhaps just the page of the manual that shows it?

    Quote Originally Posted by Warpstorm View Post
    In the city screen, open Citizen Allocation Focus. This allows you to prioritize your workers (and specify which tile you want them to work).
    Found that, but never found the area that would actually let me select the tiles to be worked. But then again, the AI is pretty good in that area so I didn't worry about it too much.

    Quote Originally Posted by Warpstorm View Post
    If you have that much gold, set up research pacts (it is the only way to convert gold -> science). The big way to get science is through specialists. Buildings like Libraries can have workers work them for science.
    Yea, except the AI won't enter into a research pact...they're a bit stubborn.

    As for assigning workers to buildings, how do you do that? Maybe I really do need to read the manual. :)

    Quote Originally Posted by Warpstorm View Post
    You always pay full price for purchases. On the upside you get it now. (With enough money you can totally jump start a new city.)
    Yeah, that's pretty cool. At 6k, I can bring up a new city pretty quickly now. But I'm hoarding the gold to build units in case of war.

  4. #2134
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    Quote Originally Posted by Blackadar View Post
    Thanks! I'll look again tonight, but I was digging around last night in that area and couldn't find it. Is it possible for you to post a screenie with some instructions? That would help immensely. Or perhaps just the page of the manual that shows it?
    There's a bar across the top left of the screen. It contains:

    -Research production (icon is a little globey thing)
    -happiness "production" (numbers are light blue maybe? Smiley icon)
    - Total money/Money produced per turn (gold color/gold coin)
    - Golden Age production (something lightly colored, icon is some sort of diamondy thingy)
    - Culture production/next culture level up or whatever (can't recall the color).

    In that order, IIRC. It's one of those things that once you notice it you'll smack yourself for not having already noticed it.

    Quote Originally Posted by blackadar
    As for assigning workers to buildings, how do you do that? Maybe I really do need to read the manual. :)
    I mentioned this previously, but once you click that worker allocation gadget, it'll change the city screen and put you in worker allocation mode. It'll be obvious what can and cannot be worked, and also what buildings you can assign specialists to.


    Quote Originally Posted by lorini
    The Great Scientist builds an Academy on a hex so it has to come out of the city. I assume the others build a special building too but have only seen the Scientist and the General (who starts outside anyway).
    That makes sense. Though I didn't even see a greyed out "build structure" option on either of my scientists. Did I miss something?

  5. #2135
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    Quote Originally Posted by schurem View Post
    well humongous stacks of death are out. one phalanx yelling THIS IS SPARTA in a chokepoint should do you fine. you willneed some (defensive) millitary acumen. you might as well have a bit of a standing army to ensure the ai doesnt think you are a total pushover.

    only a fighter can choose not to fight ;-)
    Be careful with this strategy... now that military units don't require a transport, the AI can and will easily just float/flank past your screaming spartans and be in the middle of your territory quite quickly.

  6. #2136
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    You won't see the choice until the Great Person leaves the city. It does seem like two different people worked on this part of the UI. One person thought choices that could be available but that you can't currently choose should be shown grayed out, and the other person thought the opposite. It's quite confusing.

  7. #2137
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    When you task workers to build a road between two points, is there a way to see what path the workers will take?

    Also, this game is stunningly gorgeous.

  8. #2138
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    Quote Originally Posted by Lorini View Post
    You won't see the choice until the Great Person leaves the city. It does seem like two different people worked on this part of the UI. One person thought choices that could be available but that you can't currently choose should be shown grayed out, and the other person thought the opposite. It's quite confusing.
    Fortunately it's a small adjustment. There are other, more significant interface issues but I'm sure they can be addressed. Honestly, I think the UI is 80-85% kick ass with awesome sauce but the other parts need some work. I still wish I could access build queues (and while I am in the production screen I should be able to manipulate a queue)/worker allocation from the global map.

  9. #2139
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    One graphical annoyance I've noted (it might be just graphical, or not, hard to tell) is that roads/railroads don't always line up right. Sometimes I'll have two hexes side by side both with roads and the roads don't connect, at least graphically. Going to the F10 strategic view sometimes shows the roads actually connecting, and sometimes it shows them not connecting.

    It's hard to see the roads/RRs anyhow with the very pretty map graphics, units, etc. I would love (if it isn't there and I'm just missing it) a toggle to remove everything but your transportation grid, or at least a mod to make roads and RRs more visible.

  10. #2140
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    Quote Originally Posted by Naeblis View Post
    They could also try to win by diplomatic alliance, culture, spaceship, etc.
    They could, but if you know your competitor is gaining a big advantage by not investing as heavily as you in military, would you think it makes sense for that player to ignore his military advantage in order to pursue a diplomatic victory?

    If I've got a competitor in the game who's not defending himself very well, and is getting ahead of me in tech and culture, would it make sense for me to sit back and let him gain an advantage over me (and then potentially roll over me with tanks later). Or should I take him out while I have the chance?

  11. #2141
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    Think this is the first time that the UI and display was not better than its predecessor. Still trying to decide how this falls in the ranking of civ games...pace is noticeably slower than 4. But I'm sure this is worse than Civ IV in the UI department. Its slick all right- but maybe too slick. Getting access to information that was easy to see in IV is difficult (assuming its there at all). Some random UI observations...

    -What happened to rivers? They're ugly blue streaks. Ugh
    -Buildings get built in random hexes - even underwater. Ugh
    -I have to click on some separate screen to move workers in the city view? Why? Ugh
    -What happened to zooming all the way in? Or all the way out to the rotating globe view? The boardgame map is not a suitable replacement. Ugh.
    -No more coin/production/food stacks to visually represent things? Ugh.
    -Can't change production from the world view? Ugh.

  12. #2142
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    Quote Originally Posted by dtolman View Post
    -Can't change production from the world view? Ugh.
    Sure you can. Click on the icon in the city banner.

  13. #2143
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    Quote Originally Posted by erikg88 View Post
    Turns out that the answer to that, for a lot of people, is "Yes." Soren Johnson gave a talk on youtube about coding the AI for Civ. Some people want the AI to beat them. Others want the AI to facilitate an enjoyable play experience.

    I much prefer AIs that create a better player experience than play-to-win AIs
    That's an interesting side point, but if you want to create an AI that makes decisions that are against its best interests, then you need to make a special "enjoyable play experience mode" or you risk confusing players who think they are playing against competitive AI whose goals are the same as theirs: To win.

    I think I'd like both scenarios, but I'd be annoyed if I played against competitive AI and they started doing things that made no sense, like not taking an undefended city during war because that was defined as being outside the accepted "enjoyable play experience".

  14. #2144
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    Wowsers I'm loving this everything to the new military mode to the hexes etc.

    Those complaining about not being able to win without a military did you ever play CIV4 at or above prince level? In my experience CIV4 AI was more likely to attack you unless you had 3 defensive units in ever city and a sizable mobile force. In CIV5, with proper units at choke points you can hold off a huge invasion force. One of my games as Rome I was up to 8 cities with only 5 units in my army. You cannot just tech to tanks with no military, you will get attacked. City placement matters if you are just a large blob of a civ you will get corner cities picked off without a sizable force to watch your whole border.

    The fact that I have to think about combat is so refreshing thank god there isn't anymore get 20 knights, tanks, whatever and win.

    For those complaining about teching too quickly change the game mode to long or epic. I for one fine teching slows down as you enter the classical age. The early techs are all about choosing weather to get a jump on military, culture, science, resources etc.

  15. #2145
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    I am loving the hex-base, and one-unit-per-tile changes. I conquered the Romans last night and I wasn't just pushing a single stack of doom around the map, the war had a front! Hills were taken. Archers were run down by horsemen. A flank crumbled. So much better.

  16. #2146
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    Quote Originally Posted by Warpstorm View Post
    Sure you can. Click on the icon in the city banner.
    What? Damn too slick interface. I'm used to adjusting all my production through the Civ IV fancy unit dropdown in the worldview. If its in V, then I'm a bit happier.

    Can you tell me how to hurry production of a unit I'm building? I can instantly buy a worker if I have enough cash... but can't hurry the worker I've been building for the past 10 turns.

    Or is this an actual feature, and not a UI quirk?

  17. #2147
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    haha the vpn hax worked. i will use it again when i go to buy something on steam. dollars are cheaper than euros. thanks for that finnish dude!

    the game is lovely. god im getting sucked in!

  18. #2148
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    Can you tell me how to hurry production of a unit I'm building? I can instantly buy a worker if I have enough cash... but can't hurry the worker I've been building for the past 10 turns.

    Or is this an actual feature, and not a UI quirk?
    It's as designed. There's no "hurrying" any more. You buy what you like, but you never get a purchase discount for having invested some time in producing a unit. At least, that's my understanding. I rather like it.

  19. #2149
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    Quote Originally Posted by dtolman View Post
    Think this is the first time that the UI and display was not better than its predecessor.
    This is crazy talk. The UI is fantastic from what I have seen so far.

  20. #2150
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    Quote Originally Posted by Kool Moe Dee View Post
    This is crazy talk. The UI is fantastic from what I have seen so far.
    Its clean looking. But too many things now require more clicking than it used to. Not an improvement.

    For example - Try bringing up a worldwide political map, with a single click. In IV I just scrolled out, and assuming that it wasn't activated already, clicked on an icon from the rotating globe.

    In V, I need to click on the strategic map. Click on Filters. Choose political map. Thats 3 clicks, every time - when before it used to be an occasional 1.

  21. #2151
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    Any way to force historical start locations on the earth map?

  22. #2152
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    I'm not sure why everyone always assumes that the AI "Playing to Win" is synonymous with "Declaring War All the Time." The whole point of Civ is that it's not: in principle the AI should be able to beat you by outpacing you with R&D and economics and launching their spaceship while you're still trying to research railroads. That is, after all, how human players routinely beat many of the AI civs.

    But no, for some reason the AI is deemed to be ineffective unless it decides to try to kill you constantly.

    (Mind you, the way the game works the AI should always try to kill you if you're building the spaceship and the AI cannot. But that's a special case.)

  23. #2153
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    I really like the changes to tech trading. In prior Civ games I usually disabled it, since it was easy to abuse and let human players head for the stars in the 1700's even on high difficulty levels. Here, you have to invest 200 gold and wait 30 turns for a random tech after making an agreement with a neighbor. There's definite pro's and con's, which is great.

  24. #2154
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    Quote Originally Posted by Fenris99 View Post
    Any way to force historical start locations on the earth map?
    Only by modding it in when the map editor is released.

  25. #2155
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    Quote Originally Posted by dtolman View Post
    Only by modding it in when the map editor is released.
    Wish it had been released with the base game, like it was in Civ IV.

  26. #2156
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    Quote Originally Posted by Dave Markell View Post
    Wish it had been released with the base game, like it was in Civ IV.
    It was never included in base game Civ4. It may have been in BTS but only because they integrated a map script the community made already.

  27. #2157
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    Quote Originally Posted by McKnight View Post
    It was never included in base game Civ4. It may have been in BTS but only because they integrated a map script the community made already.
    He was probably referring to the map editor (World Builder) which was included in base Civ4.

  28. #2158
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    Quote Originally Posted by Kael View Post
    He was probably referring to the map editor (World Builder) which was included in base Civ4.
    Ah yes, reading back that makes complete sense. My bad :)

  29. #2159
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    Single Player > Set Up Game > Advanced Setup > Advanced Game Options > Quick Combat.

    I don't need more animations, thank you. Next turn, bring on the next social policy/tech!

    I don't understand the buying production, it seems to be just a flat rate. No rushing, no bonuses for having some hammers in already. If you switch production you lose all hammers that were in there already.

  30. #2160
    Spinning Toe
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    Quote Originally Posted by Dan_Theman View Post
    Some people are having issues, others are not. I suspect that it's a driver issue considering that it's hit or miss.

    I have a GTX 460 and it runs DX10/11 just fine on my Vista 64 box.
    PS - I'm using the latest drivers downloaded directly from the nVidia site.
    Ok, thanks Dan. I'll give the latest drivers a shot tonight and see if that helps.

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