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Thread: Civilization 5 Manual Addenda

  1. #31
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    Yeah, but just one and it's supposed to give me 4 horses (it says -1 in the top bar). But it must be a bug. I just did a Culture Bomb and took another tile of ivory far from my city, and that was counted.

  2. #32
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    You don't need roads in my experience. However what threw me for a loop once was that my workers were interrupted by a barbarian unit and left a half finished improvement on the tile. I moved them away when they became active assuming they were finished and the half-finished improvement graphics are similar enough to the full version at first glance to make me think it was actually complete.

  3. #33
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    I'll throw my hat in to the "AI needs to scout you" pile.

    I just played a game as Gandhi. 3 cities, 3 defenders by my capital, way behind in tech, obviously behind in production, gold, etc. Was rushing a Cultural victory.

    I was extremely weak. The two superpowers ended up being the Ottomans and the Americans, and once everyone else was eliminated, they started talking to me about attacking/colluding against the other. The Ottomans were next door, the Americans were a small ocean trip away.

    The Ottomans kept a huge force on the border, despite the fact that I had two riflemen to his six infantry. But he never made a move. It was like he was waiting to see my hand before committing his forces.

    I kept my borders on lockdown. I never granted passage to anyone. I had a large area of influence for a three-city civ thanks to culture, so I can imagine a big portion of it remained "dark" to the AI.

    Both the Ottomans and the Americans were very warlike, but neither one ever bothered me. Both were very friendly, agreeing to trades, offering research agreements, etc.

    In the end, they went to war. The Ottomans pulled all their units away from me and went for the Americans. I finished the Utopia in 2034 or something and won.

    Yeah, circumstantial evidence... but I'm starting to think the AI isn't omniscient. Play friendly, keep your hand to your chest, don't mess around with collusions against the big guys, and you seem to get left alone.

  4. #34
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    That marble bonus to wonder production is really symptomatic of everything I don't like about Civ 5. They've abstracted it to the point of nonsense. Same with the global happy cap. Like rich people in NYC care that there's a slum in Detroit?

  5. #35
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    Quote Originally Posted by Chris Nahr View Post
    You can, however, raze your entire cities at any time

    How do you do this??

  6. #36
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    What has impressed me about Civ 5 are the interesting random maps, and i've been left to wonder how much this has to do with the silent thematic bonus of "start bias"? Unlike previous Civ games, Civ 5 is unafraid to throw you into an all Plains, or all Woods, or all Desert region and leave you to sort the situation out, and it seemed previously there were very few variations on a regional scale for fear of starting players in an inhospitable area.

    Also there is something going on with the terrain palates, but i'm not sure if it's linked to the starting Civ, or to the random map type, or if it's just selected at random. Sometimes the grassland greens are much greener than at other times, and the plains browns are more orange than others. Also, i'm playing a game with an "autumnal" look with brown, instead of green, trees everywhere.

  7. #37
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    Quote Originally Posted by Enidigm View Post
    What has impressed me about Civ 5 are the interesting random maps, and i've been left to wonder how much this has to do with the silent thematic bonus of "start bias"? Unlike previous Civ games, Civ 5 is unafraid to throw you into an all Plains, or all Woods, or all Desert region and leave you to sort the situation out, and it seemed previously there were very few variations on a regional scale for fear of starting players in an inhospitable area.

    Also there is something going on with the terrain palates, but i'm not sure if it's linked to the starting Civ, or to the random map type, or if it's just selected at random. Sometimes the grassland greens are much greener than at other times, and the plains browns are more orange than others. Also, i'm playing a game with an "autumnal" look with brown, instead of green, trees everywhere.
    So far as I can tell from looking at the options files it's the opposite -- i.e. the game puts each civ in an terrain suitable for it. (There's an flag that turns that off in the options files.)

    The different appearance of the same tiles in different areas is because there in fact three different tilesets--I think they're "Americas," "Africa" and "Eurasia" or something like that. The long playthrough video that came out before release talked about them a bit.

  8. #38
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    Quote Originally Posted by James Johnson View Post
    Yeah, circumstantial evidence... but I'm starting to think the AI isn't omniscient. Play friendly, keep your hand to your chest, don't mess around with collusions against the big guys, and you seem to get left alone.
    I think the AI is omniscient, but it doesnt get to activate wars unless metting certain criteria ... probably related to LOS force data and diplomatic models. I was friendly to england as arabs, and it took a few denies of luxury resources and money and i was invaded with TONS of longbowmen within ten turns of last deny... luckily i was in a golden age and had money to spend on a few musketman/camel archers and was able to bottleneck the attack.

  9. #39
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    Quote Originally Posted by erikg88 View Post
    That marble bonus to wonder production is really symptomatic of everything I don't like about Civ 5. They've abstracted it to the point of nonsense. Same with the global happy cap. Like rich people in NYC care that there's a slum in Detroit?
    aren't ALL the civ games abstracted? if civ was realistic... most of the civs wouldn't last past 300-400 years (at least at peak). but i know what your'e saying. the numbers in civ v aren't explained clearly. its almost like some of the numbers being 'under the hood' in elemental. but from a gameplay perspective... i can 'get' some of the concepts like marble boosting wonder productions (rare building material etc etc).

  10. #40
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    Quote Originally Posted by HumanTon View Post
    So far as I can tell from looking at the options files it's the opposite -- i.e. the game puts each civ in an terrain suitable for it. (There's an flag that turns that off in the options files.)

    The different appearance of the same tiles in different areas is because there in fact three different tilesets--I think they're "Americas," "Africa" and "Eurasia" or something like that. The long playthrough video that came out before release talked about them a bit.
    No that's what i meant; i couldn't tell if start bias was causing maps to develop "regional" terrain around different civs, or it were simply a function of the RMG.

    That's good info about the different tilesets.

  11. #41
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    Quote Originally Posted by Hans Lauring View Post
    It seems like it has to be within the citys 'sphere of influence' or whatever you'd call the part of the map, where a city can actually work the tiles. Roads aren't needed, but if the resource tile is outside that area, it doesn't count.
    Definitely not true, you may have found a bug.

    Thanks for more confirmation on the Open Borders thing, Lizard King & James Johnson. I just finished another game on Prince (won this time with a space race victory... love those spaceship parts being carted around on my railroads!), and warlike Bismarck constantly badgered me about signing open borders while refusing pacts. Friendly Darius was the opposite. I refused Bismarck's open borders and made lots of treaties with Darius, allowing me to keep peace with both throughout the game. (Too bad about Nobunaga's early death, though...)

  12. #42
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    There seems to be a bug with Kreposts; they don't seem to do anything as far as reducing tile costs. Well, at least the cost of purchasing tiles is the same, maybe it's cut in half when you actually purchase it?

  13. #43
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    Krepost affects the automatic acquiring of tiles by culture, not the buying of tiles with gold.

  14. #44
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    Added some more tidbits that I noticed:

    Planned movement path also comes up with hotkey M.
    The maximum city radius for working tiles is three hexagons
    Steam's Shift+Tab overlay shows the much-requested real-time clock.
    Building research or gold only converts 25% or 10% of hammers.
    Farms can be built on desert, and trading posts on desert and tundra.

  15. #45
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    So has anyone else noticed that when you mouse over some worked tiles with roads it says trade route as part of the improvements? Is this only for roads that initially connect a city with the capital? So its in your best interest to meander those roads around some? Because once they are connected additional roads seem to be pointless except to speed movement and they get expensive fast.

  16. #46
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    I'm not sure if it is likely to happen enough for it to be worth adding, but from my experience in my, uh, postgame, the spaceship parts can't be assembled in your capital after achieving another form of victory.

  17. #47
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    Quote Originally Posted by mtkafka View Post
    aren't ALL the civ games abstracted? if civ was realistic... most of the civs wouldn't last past 300-400 years (at least at peak). but i know what your'e saying. the numbers in civ v aren't explained clearly. its almost like some of the numbers being 'under the hood' in elemental. but from a gameplay perspective... i can 'get' some of the concepts like marble boosting wonder productions (rare building material etc etc).
    But why would having access to marble accelerate production of the Statue of Liberty? It seems like they took Civ4's idea -- you build copper wonders quicker if you've got copper, etc. -- and just said "I like it but it's too fussy and micromanage-y." Now you've got to imagine Statues of Liberty built out of marble in order to make sense of the game design.

  18. #48
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    Not sure if this is already commonly known, but I only realized now that you CAN pick social policies from e.g. both Piety and Rationalism, but the other tree gets temporarily locked and you get one turn of anarchy whenever you switch back and forth. This was news to me, as the UI with its lock icons makes it seem like you can't buy competing policies at all.

    I'm not sure how often this is useful, but in theory, I guess it might be worth it sometimes to switch between trees for war/peace times.

  19. #49
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    MARBLE NEOCLASSICAL STATUES?? UNHEARD OF!!!

  20. #50
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    Quote Originally Posted by Adam Eayrs View Post
    MARBLE NEOCLASSICAL STATUES?? UNHEARD OF!!!
    According to Wikipedia, the Statue of Liberty is actually made out of copper; just wanted to let you know.

  21. #51
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    Quote Originally Posted by olaf View Post
    So has anyone else noticed that when you mouse over some worked tiles with roads it says trade route as part of the improvements? Is this only for roads that initially connect a city with the capital? So its in your best interest to meander those roads around some? Because once they are connected additional roads seem to be pointless except to speed movement and they get expensive fast.
    Roads never add any bonus whatsoever to the tiles they're on, so there's no point in covering the map with roads. Really... just believe it. :) The tool tip just mentions that the road is part of a trade route, that's all.

    Quote Originally Posted by shang View Post
    Not sure if this is already commonly known, but I only realized now that you CAN pick social policies from e.g. both Piety and Rationalism, but the other tree gets temporarily locked and you get one turn of anarchy whenever you switch back and forth. This was news to me, as the UI with its lock icons makes it seem like you can't buy competing policies at all.
    Yeah, that's in the manual.

  22. #52
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    Quote Originally Posted by Lizard_King View Post
    Then what is the benefit of building the roads that city states sometimes request, other than their short term joy? Also, does that mean there is no benefit in building such connections if they don't request it?
    Correct. Of course you can always use it to speed your own troop movements if you eventually attack the city state, and then you'll already have a trade route if you annex it...

    Quote Originally Posted by Freezer-TPF- View Post
    Channels: Forts cannot function as channels (to allow a naval unit passage across one tile of land) like they did in Civ4. You can still use a city as a channel (either your own city or possibly a city of a Civ who has granted you Open Borders, but I don't think a city-state will ever allow it).
    Quote Originally Posted by roBurky View Post
    You get to see from the territory of allied city-states as if they were your own. I don't think there's any kind of ally status you can get with the empire civs.
    Thanks both, I'll add these tips!

  23. #53
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    I just realized the full extent of those city focus oddities I had noticed.

    Remember how Civ4 had a city governor that would intelligently (more or less) redistribute citizens depending on the current workload? Like, focus on gold if you switched to gold production, or on hammers if you built a wonder?

    Civ5 has no city governors -- only a manually switched focus that never changes unless YOU change it. And the default focus is useless.

    If your cities seem to take forever to build anything, that's not (only) because of a changed game system -- it's because the default focus emphasizes growth over production, so you end up with tons of unhappy cities with no improvements! Switch every city to production focus instead, and hey presto, they build improvements like nobody's business and still grow quite nicely (since many city & tile improvements add food but only very few add hammers).

    I suspect the AI tends to fall behind so much because it never switches away from the useless default focus unless it builds wonders which it completes fairly rapidly. Now if there was a way in the XML files to change the AI's default focus away from the, um, default focus... I bet that would instantly make it stronger. (edit: doesn't like like there's such a setting... damn.)

    Anyway, enhanced the entry on city focus in the second post.
    Last edited by Chris Nahr; 09-27-2010 at 05:36 AM.

  24. #54
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    Quote Originally Posted by Chris Nahr View Post
    Definitely not true, you may have found a bug.

    Thanks for more confirmation on the Open Borders thing, Lizard King & James Johnson. I just finished another game on Prince (won this time with a space race victory... love those spaceship parts being carted around on my railroads!), and warlike Bismarck constantly badgered me about signing open borders while refusing pacts. Friendly Darius was the opposite. I refused Bismarck's open borders and made lots of treaties with Darius, allowing me to keep peace with both throughout the game. (Too bad about Nobunaga's early death, though...)
    I think so too. Every other resource in that game was avaliable once my borders grew.

    Regarding borders, I found a new bug.
    My borders had grown 1-2 tiles out from when I built The Great Wall of China, so my wall were inside the actual borders. Then I saved my game to test a theory. On reload The Great Wall had now grown and were on my borders again.

  25. #55
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    Heh, the Wandering Wall of China. Funny little bug, sounds like they forgot to save its original position.

  26. #56
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    Quote Originally Posted by Chris Nahr View Post
    Steam's Shift+Tab overlay shows the much-requested real-time clock.
    This is a steam feature, not a civ feature. I think you realise that but I'm unsure why you're mentioning it in this case.

  27. #57
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    Yeah, I know it's a Steam feature which is why I wrote "Steam's Shift+Tab overlay"...

    I'm mentioning it because several people in the big Civ5 thread have complained that there's no option for a clock in Civ5, as there was in Civ4.

  28. #58
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    Quote Originally Posted by Chris Nahr View Post
    Yeah, I know it's a Steam feature which is why I wrote "Steam's Shift+Tab overlay"...

    I'm mentioning it because several people in the big Civ5 thread have complained that there's no option for a clock in Civ5, as there was in Civ4.
    There's a mod that adds the clock to the game.

  29. #59
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    I know, the point is that you don't need it. Just press Shift+Tab. I don't really want to list mods in the top two posts, just stuff in the game itself (or its Steam launcher in this case).

  30. #60
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    Is the unchanging default governor focus likely the cause for their trading post fever or is something else to blame?

    Hadn't seen it as much in previous games, but in my first game with a friend who just got access to it earlier tonight both Gandhi and especially Catherine built them on every grassland tile they could find and then some. Russia's territory was improved resources and then nothing but trading posts. They're a decent boost, but some farms by fresh water would have helped them more.

    Also wondering if anyone's encountered AIs that seem to have bugged out in the manner of giving up. This was the first time I've seen something like it but after eliminating India about 150 turns in, their ally Russia had 2 whole units for me to wipe out and then I just steamrolled their towns. I figured they had just made a bad team or some awful decisions. However, we then got ocean tech and went exploring. America and Persia had built 3 or so towns each and were just kinda hanging around. A couple hundred turns in and their newest city was maybe at 2 population. Fairly nice lands on their same continent left uncolonized. City-states with 30+ STR allowing multiple barbarian units to just roam around their territory as if they were helpless to stop them.

    Thought about posting this in the general thread, but it's gotten rather trollish with the comments about how Civ 4 did everything better and 5 is awful, blah blah blah, plus the AI never switching focus is new to me and does sound like a problem I'm hoping is quickly fixed.
    Last edited by Mazuo; 09-27-2010 at 03:12 AM.

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