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>he even placed a Citadel on top of the Great scientist academy,
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You are currently reading a thread in /v/ - Video Games

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>he even placed a Citadel on top of the Great scientist academy, permanently removing it

HATE ZULUS
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>>333839429
Just wipe him out.
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>>333839429
>Getting cucked by zulus

lol git gud
>>
DELETE SCIENCE
DELETE SCHOOL
UJAMBO MITAMBO
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>>333840942
BURN THE CRACKER TRICKNOLOGY TO THE GROUND
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>>333840021
A thousand impi of the Zulu empire will descend upon you.
More like Riflemen at this point in time, but the carpet still stands.
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>>333841079
EAT DA POO POO
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>>333839429
WE WUZ ZULUS N SHEIT
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>want to play Civ 5.
>Only have the base game
>would have to buy the game again with all the expansions for 50 bucks.
Fuck.
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>>333842820
Can't you just pirate all the DLC?
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>>333842946
Eh, Not worth the effort.
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>>333842993
>not worth the effort to copy a folder to play a game i like, i'd rather shitpost 4chan instead

/v/ - video games
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>>333843076
I'm saying its not worth the effort to pirate something, I don't like to pirate shit anymore, not worth the effort to go through that hassle.
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>>333842820
But anon it's $9 for the complete addition from G2A
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>>333843413
Does it come with a steam key?
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How do I git good at high difficulties? I usually just quit playing once I'm surrounded by AI cities and they're all in the industrial era while I'm still researching archery.
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>>333843452
Yes anon, it does
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>>333843413
Also, Is G2A legit, that shits shady as fuck and I keep seeing a shit ton of >streamers using it.
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>>333843736
Yeah dude it's completely legit, I started using G2A and CDKeys around a year ago as my friends persuaded me it was safe, never had any problems, don't even have to use the G2A shield shit most of the time to keep the cost down if you're a poorfag like me.
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How do I win this game ? I'm best buddies with Ethiopia, but he built all wonder hiding behind mountains, and now destroy other civs (Ottomans, Brazil, and now Byzantium).
I already tried to make a coalition with Spain and the Incas who are friend with me, but they are scared to him.

>>333843535
You just play in Prince, and when you feel you dominate too easily, you switch to King, and then Emperor, one difficulty level at a time.
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>>333844328
Total war, all in, for the rest of the game.
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So whats a good starter civ?
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>>333847019
Ethiopia is good.
As a starter you will want to sit on 3-4 cities close to your capital, easier to manage and defend. Ethiopia excels at defending such a situation with their unique ability and unique unit.
Also they have an easier time founding a religion, so you can experience that aspect of the game as well. Spend early faith after funding it on spreading it. Every citizen born into a city with your religion is automatically converted into it. For example, a city of population 5 with 3 citizens following your religion (so a majority) when grown to population 6 will have 4 of its citizens following your religion. Spreading is thus more effective the earlier you do it.
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>>333847019
Poland, inca, korea, babylon for the first time playing.
Brazil, venice, maya or shoshone if you a already know how the game works.
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Bumping because 4x threads don't deserve to get buried.
Post favorite mods
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What are some good mods to use? I kind of want to do a non-meme game of Civ 5.
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>>333842820
Check out kinguin
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>>333850648
Hitler mod, all day every day
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It's always at least 2100 before I'm even researching railroads. I know I should start manually placing my people in buildings and stuff but I can never figure out where to put them and just end up letting the computer do it.
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>>333850648
I used NQ mod for a while, some of the changes are odd but overall it generally makes for a more entertaining experience.
>generally improves opening social trees, its easier to start with trees like Honor
>certain resources now work with certain buildings (Bison/Granary, Copper/Mint)
>lakes become inland seas at 5+, eligible for sea resources
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>>333842820
nigga the complete edition goes on sale for 12 literally like every other month of steam
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>>333851927
NQ?
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>>333851537
The easiest thing to help you understand is that food is an investment.
Working food lets you grow. Growing lets you work more tiles. So you want to work food for as long as you can get away with it, and only switch to working production when you feel you have grown enough and its time to capitalize on it.

So basically the strategy is put citizens to work food, and only when you are forced to move them elsewhere (going bankrupt for need of gold, about to be attacked and need production for units, need a wonder and need production for it, someone is growing faster so you have to switch to production to fight them now rather than lose later).
You should work culture and science at all times, generally speaking, since they tend to be worth more than food, gold or production, but especially early on food is king. Every turn spent working food is a turn towards having more citizens to work more tiles at the same time later. Work farms early, mines late.

When settling cities you should consider this. The good city has a unique luxury to pay for its happiness or a strategic location which requires it to exist, has enough food in its inner ring to grow, and enough production overall to be worth growing. No use growing a city that will never work anything other than food anyway, it will take a million years to build basic infrastructure and never produce units.
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/v/ plays a civ game when?
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>>333839429
Science is never a nigger's strongest suit.
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>>333852234
Any tips to boost gold? I'm almost always struggling to break even until I get some late-game policies to boost my gold, but by then it feels like a lost cause.
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>>333852204
No Quitters, a Steam group that plays multiplayer, and if you leave a game without declaring a good reason you are kicked out.
Makes sure that games get finished or at least played until a victor is apparent, rather than people leaving when they lose a wonder they wanted.

They have a small mod that balances the game a bit, since the vanilla version has some big unbalances - Tradition policies too good to skip, Iroquois and Venice too bad to play, coastal bias civs starting on lakes, some resources being objectively worse than their alternatives (bison and deer, copper and gold/silver), etc.
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>>333843214
What hassle? The process is more or less the same as buying a game, except you'll have to either unzip or run an exe once.
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>>333852204
No Quitters, just google Civ V NQ mod and the rest is obvious.
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>>333852473
rush a religion, chose tithes and spread it like cancer early on
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>>333852473
Don't build every building just because you can.
You don't need an amphitheater in every city as soon as it becomes available.
You don't need a garden in a city that doesn't produce enough great people points.
You don't need a barracks before you will be building units from that city.
Use this production you are otherwise wasting to build trade routes.

Further, don't buy tiles unless its really worthwhile or you are America, and sell strategical resources you won't use soon to AIs that you think won't use them against you.
If you have 7 horses and don't plan on having more than 1 horseman unit the next 50ish turns, then sell them for gold per turn to an AI that won't be horse rushing you in that time frame.
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>>333842820
>pirated civ 5 for 3 years
>get steam
>complete edition for 7 burgerbux
>buy it

Shit was so cash.
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>>333852761
I had a similar experience.
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>start playing CPP/CBP
>find it too hard/too bloated
>can't play vanilla either
welp
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>>333853123
>health/plague

Of all the mechanics Civ4 had, that was the worse and most unfun,
I really wish it wasnt reintroduced. Balance growth in other ways, crime is fine, growing needs for culture, security and wealth is fine, unhappiness is fine even.
Just dont bring back plagues, these were never a good idea.
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>>333852473
don't neglect trade routes
don't build useless shit
trade with AI
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Are there any mods that make the Ai's play better?

I sometimes can't help but feel they are too passive or too stupid sometimes.
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>>333853518
Vanilla 4 did not have plague, health in 4 was just another happiness stat that made players care about where they placed a city or whether or not they chopped everything in sight.
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>>333854439
Plagues were a random event based on health.
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>>333854621
I don't remember it being prevalent at all, at least not enough that it even had a name, are you sure you weren't playing a modded version of 4? I'm trying to look around and I can't find it anywhere. What exactly did it do?
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Has anybody ever played with the largest map available in the game ?

Is it worth it ?
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>>333855328
>Largest Map
>Marathon length

Don't do that to yourself
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>>333855165
I don't remember, its been a long while.
I think you had a popup saying plague in X city, and the city had negative growth after that.
Also it happened more often in cities with bad health, and less often later in the game.

It isnt impossible that it was a modded version, as I did use mods, but I think it was in just a complete installation of Civ4 (with the expansions).
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>>333855632
I've played such a game, I had something like 60 cities in Asia as China, placing them as close as possible, spreading my religion, struggling for happiness until I adopted Order (and first to do so).
Most AIs couldn't handle the area of the map, they didn't expand enough early, and only spammed cities in the industrial and later eras, and thought me having more than 5 cities to mean I am "expanding too quickly" or some such.
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>>333855328

Its not that much fun when you go super big to me.

I feel that when you have a smaller map it has more character to it and you get more scuffles between territory ownership from great general citadels trying to steal luxury resources and such and the battles feel much more historic and strategic since the units might not be all spaced out.

Is there a mod that actually makes it so that battlefields and cities that were razed early game turn turn spaces into antiquity places later in the game?

That way Civs that were attacked a lot in there own territory early game can get a comeback in culture. I always thought the idea seemed cool.

Also is there a mod that makes use of resources in later era's in some way?

I mean horses become obsolete in the future but it would be nice if we could learn technologies that could still put those older resources to use somehow in later era's. Like ironclads need 1 coal and 1 iron to make or you can use extra horse resources to make caravan trading missions a bit more effective or maybe even determine the path you would like them to do there trade routes in to help you avoid barbarians. It would also be nice if you could use coal in later era's to buff caravans also into trains or something that make the effects of granaries and workshops even more effective.

Maybe I should get into trying to mod for Civ5.
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>>333856671
>Is there a mod that actually makes it so that battlefields and cities that were razed early game turn turn spaces into antiquity places later in the game?
Isn't that how it works already, or was that just for barbarian encampments?
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>>333856671

Yeah I also prefer smaller mapes, I like the one with snaky little continents that makes naval expertise a must.

I like the idea of having razed cities become places of antiquity that gives a later culture boost.
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>>333857114
Archeology sites appear on ancient barbarian encampments, ruins and city ruins.
Maybe anon was thinking about a cultural bonus or artefacts slots for cities that were attacked or invaded earlier in the game.
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So Ci/v/ilians, what are some things you'd like to see in mods?
Personally I'd like to see more ridiculous feats of construction and architecture, like canals or huge fucking bridges like pic related.
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>>333858202
Same, I would like to see a mod for canals and rivers, so you can establish trade routes and city connexion with rivers, and build canals within your border. It's kinda annoying that the city has to be on an exact tile to make a canal, especially when the AI settle on the wrong one.
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>>333858202
Citadels acting like canals, so you can place them on thin strips of land for the ship to pass from one side to another, or place multiple to make a "road" for ships to move over ground.

Barracks chain of buildings or Walls chain of buildings having a Great General specialist that you can work to generate Great Generals without war, so you can have some for your first conflict, or if you need just a few more points.

In the higher tier technologies, allow some form of terraforming, removing ice from oceans, removing snow from land, turning mountains into hills. Not necessarily very practical at that stage of the game, but fun and situationally cool.
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