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Thread: Civ V Handbook for Despots & Dictators

  1. #161
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    yep upgraded meduku into calvary get a -20% penalty vs cities (30% retained, -50% add on the upgrade)

  2. #162
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    Thanks for the confirmation on this MoD! Very helpful! Also, thanks everyone for catching errors.

    Can anyone confirm for me if all universities have 2 specialist slots? And its not just Wats? I forgot to check last I had the game open.

    Also that Companion Cavalry have a 12 Strength now?

    And anyone who sees how much bonus food you get for building an Incan Terrace Farm by a mountain, let me know.

  3. #163
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    np

    yes all universities have 2 slots now

    with the library nerf
    it could really come to the incas advantage to settle by mountains
    an extra science slot and 50% science from the observatory plus the food bonus from the terrace farm

    the slingers look like a joke to me tho, since ur archers shouldnt see much mele
    unless they could keep the ability til riffles, then it would be a nice bonus lol
    Last edited by the man of doom; 12-16-2010 at 06:05 PM. Reason: slingers

  4. #164
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    Ive been experimenting with slingers, and i dont wanna discount them yet. So long as they have lots of tiles to retreat to, they can do a real good job of goading enemy melee into a real bad situation.

    Just don't let horses touch them, and be sure they have lots of tiles to move back into, and the chance of them escaping seems quite high. Needs more testing, though.

  5. #165
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    i might actually buy this DLC

  6. #166
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    my bad

    reg universities only have 1 specialist
    was looking at the wrong building

  7. #167
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    cossack for Russia if it could keep its ability when promoting to tanks could be very powerful

  8. #168
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    It's a promotion. I don't see why they wouldn't keep it. Every other unique promotion is kept. Which gets me wondering about slingers again!

  9. #169
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    mech infantry with withdraw worries me...

  10. #170
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    Quote Originally Posted by Onandoga View Post
    mech infantry with withdraw worries me...
    That'd be mega-powerful... Good thing I don't have Spain or the Incas...

  11. #171
    With the changes to water mill, and thus the floating gardens, I wonder if the Aztec should be raised to tier A - I just recently played them (huge map, to test out whether I can finish a game after the patch - no dice), and I found them awesome. I was getting big cities fast, had nice production, economy was chugging along very nicely the whole game, and I totally dominated in science. (Future era reached around 1905.)

    Though I WAS playing on a lakes map, which is probably the best map type for the Aztec.

  12. #172
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    Yeah... Floating Gardens for sure is MUCH better than it was. I don't know if that qualifies them to be on par with Greece, but certainly they're a better Civ now, and that was needed.

    Edit: Also, I ranked Inca and Spain... at least how I feel about them right now. Let the debates commence now that the full list is up. I also finished Spain's write-up, though I'm not totally happy with it. Work has not allowed me to have as much time experimenting with these civs as id like.
    Last edited by zephyrtr; 12-21-2010 at 12:00 PM.

  13. #173
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    The Mughal Fort is always worth building, because it benefits you in every direction you want: culture, defense and, later on, gold. It even costs less Production than the Castle, but that Maintenance is a killer, so be sure you’ve got your economy in check.


    that sentence for ghandi should re altered now
    the castle, and it is even FREE of matenince

    maybe

  14. #174
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    Thanks for the catch, man. I havent had the time to go through each write-up, post patch, and fix everything -- but the bullet points for the uniques ought to be accurate.

  15. #175
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    i used this guide alot back when i hadnt tried everyone

    reading every description lol

    excellent for players who havent played yet

  16. #176
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    Thanks! I think so. Really, writing out a book for highly skilled play would be A) time consuming and B) probably beyond me. Maybe some day, with some help from you guys? Who knows.

    Either way I like the function this Civ plays -- helps explain what to expect when trying a new Civ.

  17. #177
    With the new hotfix, I think Mandekalu cavalry will probably be one of the, if not THE worst unique unit in the game. Too bad. But then again, the Songhai have an excellent UB, and ability, so it won't make them a weak civ in any case. I'm just wondering why I would ever want to build their UU.

  18. #178
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    Quote Originally Posted by zephyrtr View Post
    Thanks! I think so. Really, writing out a book for highly skilled play would be A) time consuming and B) probably beyond me. Maybe some day, with some help from you guys? Who knows.

    Either way I like the function this Civ plays -- helps explain what to expect when trying a new Civ.
    It'd be called 'Civilization V: A Guide'

  19. #179
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    Quote Originally Posted by zephyrtr View Post
    The Great Andiean Road
    It's spelled 'Andean'

    But excellent work on this and the Spain guide.

  20. #180
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    Quote Originally Posted by Swordfishtrombone View Post
    With the new hotfix, I think Mandekalu cavalry will probably be one of the, if not THE worst unique unit in the game. Too bad. But then again, the Songhai have an excellent UB, and ability, so it won't make them a weak civ in any case. I'm just wondering why I would ever want to build their UU.
    yeah that was my favorite UU
    well it is still better than the war chariot i guess

  21. #181
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    It was an AWESOME unit for a few days there...

    But it's true, nothing could be worse than the War Chariot.

  22. #182
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    they can still war and go for a culture victory since puppets often build the mud pyramid mosque p fast

    at least i got a songhai game in b4 the update

  23. #183
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    I'm still in the middle of mine

    Stupid DLC sidetracking my game! *wrings fists skyward*

  24. #184
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    not sure if ill take the meduku over the war elephant

    war elephant becomes worthless so fast since a horsemen or swordmen slaughter it

  25. #185
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    Quote Originally Posted by zephyrtr View Post
    Assuming you’re teching militarily, and you should, Steam Power is on the opposite side of the tree, meaning Ancien Régime will deactivate later than you might think, if it deactivates at all...
    This excellent guide has been the starting point for all my recent games. Thank you. I'm just about to start a game with Napoleon and I don't understand your comment on Steam Power. If you are following the military branch you can get Railroads but that is as far as you can go. The next military technology after Railroads is Combustion and that needs Replaceable Parts which, in turn, needs Steam Power. What am I getting wrong here? (I'm looking at this in v1.0.1.141)

  26. #186
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    Basically, when you first assess France's UA, you might think it's not so great because it stops working once Steam Power's teched. But Steam Power comes AWFULLY late in the game, so it's very possible you could win before you even get to tech Steam Power.

    Couple that with how France will be teching the bottom of the tree first so as to get at their unique units as early as possible, this even further pushes back when you'll be forced to tech Steam Power -- which also raises your chances of winning before you tech Steam Power. So there's actually a real possibility that Ancien Regime won't ever deactivate. It's really not a big drawback on this ability, at all.

    This passage here is just one of two ways I try to explain how France's UA is deceptively strong, the other being how the ability helps make gaining policies relatively easy despite rapid expansion. Oh, also it helps you expand borders way faster. There's that, too.

  27. #187
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    Quote Originally Posted by zephyrtr View Post
    Basically, when you first assess France's UA, you might think it's not so great because it stops working once Steam Power's teched. But Steam Power comes AWFULLY late in the game, so it's very possible you could win before you even get to tech Steam Power.

    Couple that with how France will be teching the bottom of the tree first so as to get at their unique units as early as possible, this even further pushes back when you'll be forced to tech Steam Power -- which also raises your chances of winning before you tech Steam Power. So there's actually a real possibility that Ancien Regime won't ever deactivate. It's really not a big drawback on this ability, at all.

    This passage here is just one of two ways I try to explain how France's UA is deceptively strong, the other being how the ability helps make gaining policies relatively easy despite rapid expansion. Oh, also it helps you expand borders way faster. There's that, too.
    You can win before Steam Power?! Wow! My strategy is always really bad. I always wait for at least the cannon and (sometimes) riflemen before I begin my offensive. The only time I haven't is my first game as China against Greece (and Almaty), with catapults (and chu-ko-nu).

  28. #188
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    Obviously on larger maps, there's just too many rivals for you to consider victory before the Modern era. Even if you've killed everyone near you and, for all intents and purposes, already won, you can't CLAIM victory yet because Montezuma's screwing around on another continent somewhere and it would take 20 turns just to get your troops in place.

    But on smaller maps, yeah it's really possible.

  29. #189
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    when u guys build new cities do go with the monument first?
    ill do that except when france since new cities get the +2 culture and their borders r already expanding from it (ill build at some point laster

  30. #190
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    Quote Originally Posted by Black Gate of Mordor View Post
    The only time I haven't is my first game as China against Greece (and Almaty), with catapults (and chu-ko-nu).
    lol b4 the patch i wouldnt even build siege
    once the chu get the siege ability 1 GG + 2 CHUs would level a city in 1 turn
    then the long sword captures

  31. #191
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    Yeah Monument first, just because it's the only thing whose usefulness isn't tied to population. Also it has a low Production cost. Afterward, it's a good time to do Water Mill or Granary, if you're into that kinda thing. This is also a good time to build a Wall if you think the city is at risk.

    Library's not so economical until your population rises a bit, which is why I hold off on it. Same with Colosseum and Market. They just don't do very much when your population is just starting out, so there's no reason to start building them immediately.

    So Monument, Wall (if needed), Water Mill/Granary (if you don't need wall), Library, Colosseum, Market. That's pretty standard fare for a new city, if you ask me. Others might disagree, but w/e.

    If you wanna nix the Wall or food buildings, do Monument, Market, Library, Colosseum. The Market provides a bit of buffer space so by the time the library rolls out, it's actually producing worthwhile science.

  32. #192
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    now that there isnt any specialists in the library it isnt as important
    ive built many more watermills now that it gives a production and that can really come in handy to a small city

    think i need to move up past prince since i can win it so easily now (used to struggle at it)

  33. #193
    Quote Originally Posted by zephyrtr View Post
    It's a promotion. I don't see why they wouldn't keep it. Every other unique promotion is kept. Which gets me wondering about slingers again!
    I bought the DLC yesterday and I'm playing with the Incas. Slingers are very funny to harass enemies - you shoot them in the face and they lose a turn just to push you back and be shot again. The promotion is kept until the end so, yes, you can have MELEE avoiding mech infantry. The case in point is that melee is not gunpowder, so this become obsolete after your opponents have muskets. Still, coupled with the unique, useful, strategically interesting and nice-looking improvement, I found Incas to be joy to play.

  34. #194
    Also, i noticed that terrace farms give you PRODUCTION if a hill tile already has food. This way, they work like mines that doesn't remove food from the tile. I don't know if this is a bug, but the way it is now, you should never build mines as the Inca. I've built none and am faring very well. I think Inca can be considered an A-grade civ, Zephyr, do experiment with them a little bit more.

  35. #195
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    Quote Originally Posted by DoctorStrangelove View Post
    I bought the DLC yesterday and I'm playing with the Incas. Slingers are very funny to harass enemies - you shoot them in the face and they lose a turn just to push you back and be shot again. The promotion is kept until the end so, yes, you can have MELEE avoiding mech infantry. The case in point is that melee is not gunpowder, so this become obsolete after your opponents have muskets. Still, coupled with the unique, useful, strategically interesting and nice-looking improvement, I found Incas to be joy to play.
    I just tried out the Inca Civ a bit - 60 turns or so. I hadn't thought about the slinger keeping its promotion. That makes a difference because I was finding myself wishing I had an archer instead because I know if I put my archer on a hill or in a forest it can survive an initial attack from a warrior or spearman. The slinger is either dead or has escaped, but this is random. When it dies, it's expensive to build another one early on. Promoting them, however, makes them worth building and keeping safe until they're crossbowmen. Thanks for bringing this up.

  36. #196
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    Has anyone been able to play with Songai Mandekalu Cavalary, and can tell me what's happened to them post-hotfix?

  37. #197
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    I've been playing more with the Inca. I had started a game where my map start was not suited to them - near tundra, no mountains, not many hills - and was feeling like it wasn't a very good Civ. I started a new game and was given a map with long ridges of mountains cascading into grassy hills and lakes and now I see the true power of this Civ. If you have the right terrain, they are pretty awesome and fun to play. If you don't have the right terrain, I think they may be very weak.

  38. #198
    Played with Spain yesterday, archipelago. Finding wonders and receiving 500 grand is surely a boon, but in all other aspects they're so boring I quit before even seeing their unique units.

  39. #199
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    Zephyrtr, Thanks very much for your Civ breakdown & suggestions. I refer to it constantly. I have a question about tile improvements. When playing the Incas, their Civ screen that is displayed while loading says "No maintenance costs for improvements in hills, half cost elsewhere" I did not think there was a maintenance cost for tile improvements??? Please clarify... Jim

  40. #200
    Quote Originally Posted by JammerK View Post
    Zephyrtr, Thanks very much for your Civ breakdown & suggestions. I refer to it constantly. I have a question about tile improvements. When playing the Incas, their Civ screen that is displayed while loading says "No maintenance costs for improvements in hills, half cost elsewhere" I did not think there was a maintenance cost for tile improvements??? Please clarify... Jim
    I'm also not sure if farms and mines have a cost, but I tested this with roads and railroads. With Incas, they cost half the price normally and nothing if on hills.

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