Sid Meier's Civilization V

Sid Meier's Civilization V

Faerun for BNW
andyo.dev Feb 20, 2014 @ 4:32am
Tips for new players
Weird. I didn't get the box to post to an existing thread until I started a new one.

BNW is a lot more complicated to play than GNK. If you find Faerun BNW Faerun a bit confusing and you haven't played much civ v then I recommend you try GNK instead of BNW. presumably since it's currently like 20 versions ahead, the GNK version has less oddities in it.

On winning at war.
The AI is stupid. Read up on Civ V tips a bit. You can usually beat the AI with less powerful units if you put your mind to it.
The first thiong you need to consider is whether you really want to fight at all. It's very easy to get negative opinions with all the AI's players and then you can't trade those luxuries you need to keep your people happy.
Keeping your people happy is very important because of the HUGE downsides. Not the least of which is rebels which will spring up and start ravaging all your improvements.

The defender has significant advantage in terms of cities shooting, healing on home ground and potentially on choosing improvements. EG subtle things like forests or less subtle like spell enhancements to stats and glyph of warding.. I think glyph of warding might be a bit of a design bug atm since you don't get it from the spell.
The only thing the attacker has in his favour really is deciding where to attack and when. You can limit the where by choosing where you build. Remember the AI is stupid and it'll pretty much just go for whatever is nearest.
So the best way to fight a war (initially) is to defend.
Towers, castles and walls are all huge plusses and you should plan ahead.
DO NOT move all your units up to your planned victim's border and then say you're only there for a stroll. Because that's a promise you're making and if you break it then it will count against you. If that message pops up say yes and declare war or shelve your plans untill you get the notification your kept your promise.

You want combined arms.
Magicians are very good at blasting cities, clerics heal you and chant, fighters stop enemy uunits killing your magicians and knights offer huge flexibility via their movement as well as being pretty good at hacking things up.
Rotate your units out of combat. You want to keep those experienced units for later so don't just use them up, move them in a rotation round your cleric and out of missile/spell range.
Last edited by andyo.dev; Feb 20, 2014 @ 4:34am
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andyo.dev Feb 20, 2014 @ 4:44am 
Plan and plan again.
If you build a city there, then you get such and such a resource. It also stops someone else building there. BUT you increase your costs for new spells and such. Do you really want that new city.
If you're going to war then what will you do with the new cities you win?
Annex them and you better have a lot of happy people or you'll be in trouble. You can annex later though and you should consider puppeting the new city unless/until you can build courthouses.
Raze them and you lose happiness.

The various +1/+2 armour and weapons are pretty good. You want them. What is really bad is trading for them, going to war and then finding you don't have them any more. It's really bad because your unit fights at -50% effect.
You really want that mithril, iron and wood as resources in your territory or traded with someone definitely isn't going to take them back off you in your coming war.
What is particularly effective is trading these TOO a future victim. It builds super dooper units, you declare war. It's units fight at -50%.
Mwahahahahahah!
andyo.dev Feb 20, 2014 @ 4:46am 
Consider specialising your cities.
You can trade food from one to another.
One can be your bread basket, another your naval unit builder, another your land unit builder.
andyo.dev Feb 20, 2014 @ 5:01am 
Everything is a balancing act.
You load up too much on one end and your empire will tip over.
That includes workers and combat units. They cost money and you'll see them starving via "attrition" if you have too many. You want just enough and combined with how long it takes to build them that means you want quality over quantity.
Where you put your units is really important.
Keep a mobile reserve back when you go campaigning.
andyo.dev Feb 21, 2014 @ 3:39am 
Patrol
Barbarians spring up all the time. Find them and take them out quickly. They offer xp and money. Plus you get a bit of action. The diplomatic penalties for warmongering are so bad you don't really want to take the AI's players on until well into the game and when all that planning you did earlier has come to fruition or will quickly come to fruition once you take just that one city right there.
andyo.dev Feb 21, 2014 @ 3:42am 
This isn't a wargame.
There are all them military units you can build and you definitely need SOME military. BUT. If you want to play a wargame then CIV V isn't one, and this expansion doesn't make the game a wargame. You should be spending most of your time thinking in terms of resources, diplomacy and trading.
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