Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
In vanilla, I could keep up the the computer civ in science. I tried the academies and Rationalism route. Even pumping out 500-600 science, I sometimes wouldnt hit Industrial until the 20th centruy.
So I started researching the tech that took the longest and started picking up freebies. Then I started beakering my great scientists for tech that put me in a new era. Then I was able to keep up. Even with less than 100 science.
Of course, most of the time going for a science victory, there wouldn't be any aluminium nearby.
The expansion doesn't give you an entire tech with a great scientist now, just a boost.
Human players get culture and science mostly through buildings. While you're producing those buildings, you can't produce combat units or wonders. If you build wonders, you can't build other stuff in that city. Each new city you found starts with minimal production since it has no palace and only one citizen. Unless the tile is a high production one, you're stuck at low production. So that means just producing a building or combat unit will take more turns to than your original city.
Yet you see the computer civ producing more cities, more combat units, more wonders while still staying at the top of the happiness pile.
The computer civ isn't getting its science and culture points honestly. You'll also notice that each of its cities will have a high defensive number. That number is based mostly on defensive structures built by the city. The rest is from social policies or wonders.
It isn't possible to catch up with the computer civ with that kind of a head start. Nothing you do can let you found two additional cities, 2 wonders and a large army within the first age.
Just building a worker in the beginning of the game can take 12 or more turns, a settler 16.
Even the raging barbarians option doesn't slow it down.
In my mind, this is just laziness on the part of the developers. I've played other war strategy games on the higher levels. They do give themselves bonus resources, but are still subject to the rules of unit production for a specific civilization. Most of the punishment they dished out though was from extensive knowledge or each civ's units and knowing how to combine them.
Being able to manipulate several units or groups of units simultaneously doesn't hurt either.
At times, playing with a computer team member, it would get cheat boost. Other times it wouldn't even advance more than a couple of ages, but would still put up a fight. Maybe it might be deploying archers to deal with infantry and tanks, but at least it tried.
You don't see that type of focus in battles in this game, especially with barbarians. A lot of times it appears the civ is attacking in the hope of a favorable dice roll, more than as a tactical move in support of an overall strategy. A lot of times when I wiped out an attacking force, it seemed to just spawn more units because it shows up with multiples faster than you can produce one.
The computer civs you use as a team member don't get any advantages other than the initial units. They even get beat up by city states, as though they're scripted to be pacifist.
In the wonders scenario, I got a hill and mines start, producing 7 prodution with one citizen. I started on the Oracle on the first turn. Got beat by the computer civ by about 10 turns.
Play enough games and you'll see a pattern: pull ahead and the computer civ magically catches up then beats you.
The spy add-on has less functionality than a Win 95 game I've played. In that one, you could generate one, physically see it and move it to another civ or neutral town and let it sleep while gaining experience. You could agitate, steal tech, or even capture a town or fort and most or all units inside. In real-time.
But why would a computer civ want to steal tech from a human player since it's already ahead?
Even losing thousands per turn doesn't faze the computer civ. It won't lose units or points and always has all of the strategic resources.
What this game needs is a deathmatch mode that gives every player a fixed number of each type of points. That would put more emphasis on gameplay, or what you do with those resources to achieve whatever type of win you're trying for. Hoping you get a 'good start', or that you get the strategic resources you need for a win shouldn't play a part in trying to win.
They might as well have a pop-up that says: "SUCKER!" when you get to modern and realize you're not getting aluminum unless you found another city (if you can find a mine) and can cough up the units to defend it and the settler on its way to the site.
Great geneals are the first target everyone goes after. I've noticed thta when a city gets an intense fight, it hides its general in the city. If it looks like the city will fall, it will evacuate the general.
In vanilla, I saw citadel defenders get killed in the first attack. The attackers survive. I used to use them as a revenue boost by golden aging them. I ended up just building citadels because in theory, they're useful. I don't think they affect the tile resources like academies do; don't remember.
also citadels are pertty much useless for defense don't bother with them just them them to steal land from other civs
Citadels are extremely powerful against the AI if you place them well. Behind sight blocking terrain you can draw them in to melee range and against most units it will deal 30 damage before they get a chance to do anything. Since the AI sets a target point rather than moving a tile at a time even cavalry units will take the 30 damage if they are the first unit to move.
Naturally choke points like between 2 mountains or near a small lake are strong positions to use a citadel.
Land extensions or small islands near a bay can be deadly to invading embarked units or ships which have the added healing limitations away from friendly territory.
Ignore how the AI plays, the AI will often leave great generals unprotected, will sit them in 1 spot instead of moving them to grant their bonus to additional units. You can use any unit more efficiently than the AI does.
Citadels are far more effective in G&K than they were in vanilla, the 100 health system means modifiers mitigate damage a lot more effectively. An attack does a minimum 1 hp damage. In G&K this is 1/100th of your HP. In Vanilla this is 1/10th of your HP.
If you are losing units in citadels that fast in G&K you are either leaving them exposed to plenty of archer fire or Putting units in the citadel like cavalry or artillery that dont benefit from it. A well placed citadel will usually hold your strongest melee unit for the terrain its on.
I've only tried a couple of games with the G&K add-on. None of them involved a citadel and only used them in the vanilla version. I don't really have much of a choice now, but to use them.
I usually only get a couple of generals per game, one from Honor, and other times through gardens or wonders. Sometimes there would be a streak of GPs that would usually be merchants. There may be a link to the civ I was playing as, for several games.
The end result of the maps with useless terrains, is that in a multiplayer game, someone could start out on a desert, someone else on plains and river, someone else on hills near mines and on the coast.
Worse still, the other two could be landlocked. Obviously the player on a hill with mines and on a coast has the advantage.
I do like the ability to grab land with a citadel. In vanilla, only a great artist could do that. A lot of times, there's tiles I want but don't show up as buyable. Especially if the area it is in isn't worth starting another city.
(If I say GPP it means Great Person Points)
Great prophets are generated through faith.
Great General and Great Admiral points are earned through combat experience so if an archer shoots an enemy and gains 2xp you get 2 great general points. If it was a frigate that fired you get 2 great admiral points.
Once a unit reaches 30xp they stop earning xp against barbarians and therefore also stop generating GPP against barbarians.
If your troops are farming barbarians for culture they wont get many points towards a great general. If your troops are fighting a war or farming another civ or a city state for promotions however they will generate great generals.
You should be aiming to get logistics and range on your ranged troops anyway so you can shoot twice and attack beyond city bombard range, thats 150xp per unit to reach that stage (unless they start with a useable bonus).
Indirect fire and heal while moving are just icing on the cake but by the time you have a few units upgraded that far you will have generated several great generals.
In cities try to specialise GPP. If you have 3 cities each with a specialist on a university, market and workshop you will generate less great people with those 3 specialists per city than if you use 2 of 1 type for example 1 city with 2 specialists in the university, 1 city with specialists in the workshop and windmill and the other with specialists in the market and bank.
one of my fav things do to in civ is overcome a hard start and do good it can be done it just takes skill (hell iv started as japan on japan (lol) and still took over the world even tho i was on a island with a civ already owning most of the coast of china)
Move a citizen to that one tile that has a hammer (looks like it's stone) and that will cut production times in half, and send a worker to build a quarry for another hammer to speed things up some more. What else do you have there; marble? Iron? Build quarries and mines, you don't need farms yet except on the wheat. Forget about walls for now, build a lighthouse or a granary. Buy a workshop if you can. Send the city a trade route if you can to help it get off the ground.
Generally, if you set the city to production, you don't produce food. A lot of times, setting it to gold produces the same or more in food plus extra gold. Espeically if you have a lot of water resources.
You can't send citizens you don't have to work a tile.
Still, a compter civ manages to use that low level of production to build most of the Wonders and a bigger army and still have more culture and other points. This just isn't an honest game.
also workshop + hospital + factory + aqueduct works really well....
You have a citizen working a tile with 2 gold, no food, and no hammers. Move him to the 1-hammer tile.