The game takes too long and I'm impatient. So I'm starting a thread to make up for it.
I've never completed a Civ 5 game. Ok, I had to take that out of my chest. Though I managed to get pretty far into some games that seemed to be won. I usually play Emperor and I'm not finding it difficult. Blame it on the AI, most likely...
Thing is, I really don't know what I'm doing when I play Civ 5. I don't know what I should try to tech, I don't know what I need to build or when I need to build it. I'm not even sure what improvements I should be building (though it seems that the trading posts are dead, after all the nerfs). My games are mostly based on settling luxuries and... pretty much that, I guess. If you get a low luxuries map or a map with loads of the same luxury... Well, I really don't know what to do then. I don't even know if I should grow my cities or not and when should I stop to build a settler...
I don't know when to build workers, nor how many I need. I don't know if the free settler and worker from liberty are a must and I hate thinking about getting them or not. I hate that damn improvement timer that always shows 1 turn but the damn improvement is never ready (ok, it's not exactly like that, but it's close). I also hate crossing rivers with my workers.
With all that in mind, I think a Civ 5 MP game might be very interesting. Most of the strategies I know regarding Civ 5 are based on abusing stupid AIs. Without that possibility, there seem to be a very nice puzzle ahead of me in this game.
Ok, so let's talk Civ picks. The ones I've considered:
Maya - their UB is a shrine (early religious building, same cost as monument, very cheap) that gives 2 faith (instead of 1) and 2 science. You may be thinking right now: only 2 science, that's hardly any good. Well, considering that you start the game producing 5 science, as far as I can remember, that's actually quite a big boost. If I go that way, I'll probably be first to religion and a bit late to policies. I'd also probably go for Tradition, if that's the case (note -> gotta check how the 25% worker ratio bonus from liberty works in quick speed - if it changes mines and farms from 4 turn builds to 3 turn builds, I'll probably have to get it).
Their UU is a cheaper archer that doesn't require archery, also a bit useful. The UA gives free Great People after you research Theology for each 394 years that pass (only one of each kind) -> sounds pretty useful - get GP for free, don't worry about having to actually generate them.
Inca - Their unique improvement is awesome, a farm built on hills that gets boosted if there's a mountain nearby. Apparently their flavor start places them near hills and mountains, which is good, actually. The UU is basically irrelevant (replaces archers and has a chance of dodge meele combat). The UA is pretty good: double move on hills, no improvement cost on hills (that means no cost for roads on hills, I guess - is there any other improvement that costs maintenance? - I hate Civ 5 stupid descriptions of abilities, always misleading).
Arabs - Their flavor start places them near desert, which, apparently, is the best terrain type... Even without the uber broken desert folklore thingy. Their UU is a powerful ranged replacement for Knights, more attack power but less mobility than Keshiks, which are very similar (there's some other differences, though). UB is insignificant in a MP environment, I think, though maybe it can get some use. UA is insignificant (a it more gold on TRs - bonus to Oil resources (like that's going to be meaningful) - I hate this UAs with a lot of different, completely unrelated bonuses).
Spain - I like building scouts early! Spain gets 500 gold if you find a Natural Wonder before anyone else. That's an El Dorado for every NW (and 1000 for El Dorado - and the Barrier Reef, that counts as 2 NW). And that means fast, fast, fast... well, everything, sicen gold can buy you everything in the game (not Great People, I guess). If you find it after someone else, you get only 100 gold (I had to look all over the internet for this info, because the great civilopedia doesn't say the actual values). But Spain also gets double happiness for finding NW and double yield for them (Spain apparently has a coastal start flavour - if I spawn near the Bareer Reef, not only do I get 1000 gold, I also fet 2 4 food, 2 prod, 2 gold and 4 science... Good game right there...). The ability is pretty good, even if you don't luck out on the NWs (just think how long it'll take for you to get 100 gold with the Arab UA - and Spain gets it faster and probably gets more), but it's blatantly broken if you do. UUs are solid, but not spectacular, since they come later (the conquistador will not see use in our game, though -> it's a knight that can build cities on other continents).
I'm considering picking Spain because they seem fun. I like to explore and the other power combos seem dull.
Mongols - Keshiks own (6 movement points ranged knights that get faster promotions and don't have maluses while attacking cities ftw!), Khans help keshiks (Khans are great generals with 5 movement points and better healing). Who cares about the rest, build keshiks, kill mostly everyone, get destroyed by the ones who turtled up and teched. That's a victory in my book.
China - Crossbows are a very powerful unit, from what I can gather. China gets one with double attacks per turn. The UB is a library that gives gold (and doesn't cost maintenance, giving even more gold). UA empowers great generals. Solid all around, maybe boring.
Germany - Cool UA, that can get you units for free and gold by killing barbs, while also giving discount in unit maintenance. They also have a 45 hammers Pikeman replacement (pikeman costs 90 hammers), which is awesome. Panzers are mostly irrelevant.
Aztecs and Persia seem very cool, but I don't want to play civs that were already played on PBEM I. Korea and Babylon are supposed to be good too, but I don't want to play them.
Well, we'll see how this goes. I'm considering mongols, germany or spain for the fun factor. It's that or rolling a dice, I guess.
I've never completed a Civ 5 game. Ok, I had to take that out of my chest. Though I managed to get pretty far into some games that seemed to be won. I usually play Emperor and I'm not finding it difficult. Blame it on the AI, most likely...
Thing is, I really don't know what I'm doing when I play Civ 5. I don't know what I should try to tech, I don't know what I need to build or when I need to build it. I'm not even sure what improvements I should be building (though it seems that the trading posts are dead, after all the nerfs). My games are mostly based on settling luxuries and... pretty much that, I guess. If you get a low luxuries map or a map with loads of the same luxury... Well, I really don't know what to do then. I don't even know if I should grow my cities or not and when should I stop to build a settler...
I don't know when to build workers, nor how many I need. I don't know if the free settler and worker from liberty are a must and I hate thinking about getting them or not. I hate that damn improvement timer that always shows 1 turn but the damn improvement is never ready (ok, it's not exactly like that, but it's close). I also hate crossing rivers with my workers.
With all that in mind, I think a Civ 5 MP game might be very interesting. Most of the strategies I know regarding Civ 5 are based on abusing stupid AIs. Without that possibility, there seem to be a very nice puzzle ahead of me in this game.
Ok, so let's talk Civ picks. The ones I've considered:
Maya - their UB is a shrine (early religious building, same cost as monument, very cheap) that gives 2 faith (instead of 1) and 2 science. You may be thinking right now: only 2 science, that's hardly any good. Well, considering that you start the game producing 5 science, as far as I can remember, that's actually quite a big boost. If I go that way, I'll probably be first to religion and a bit late to policies. I'd also probably go for Tradition, if that's the case (note -> gotta check how the 25% worker ratio bonus from liberty works in quick speed - if it changes mines and farms from 4 turn builds to 3 turn builds, I'll probably have to get it).
Their UU is a cheaper archer that doesn't require archery, also a bit useful. The UA gives free Great People after you research Theology for each 394 years that pass (only one of each kind) -> sounds pretty useful - get GP for free, don't worry about having to actually generate them.
Inca - Their unique improvement is awesome, a farm built on hills that gets boosted if there's a mountain nearby. Apparently their flavor start places them near hills and mountains, which is good, actually. The UU is basically irrelevant (replaces archers and has a chance of dodge meele combat). The UA is pretty good: double move on hills, no improvement cost on hills (that means no cost for roads on hills, I guess - is there any other improvement that costs maintenance? - I hate Civ 5 stupid descriptions of abilities, always misleading).
Arabs - Their flavor start places them near desert, which, apparently, is the best terrain type... Even without the uber broken desert folklore thingy. Their UU is a powerful ranged replacement for Knights, more attack power but less mobility than Keshiks, which are very similar (there's some other differences, though). UB is insignificant in a MP environment, I think, though maybe it can get some use. UA is insignificant (a it more gold on TRs - bonus to Oil resources (like that's going to be meaningful) - I hate this UAs with a lot of different, completely unrelated bonuses).
Spain - I like building scouts early! Spain gets 500 gold if you find a Natural Wonder before anyone else. That's an El Dorado for every NW (and 1000 for El Dorado - and the Barrier Reef, that counts as 2 NW). And that means fast, fast, fast... well, everything, sicen gold can buy you everything in the game (not Great People, I guess). If you find it after someone else, you get only 100 gold (I had to look all over the internet for this info, because the great civilopedia doesn't say the actual values). But Spain also gets double happiness for finding NW and double yield for them (Spain apparently has a coastal start flavour - if I spawn near the Bareer Reef, not only do I get 1000 gold, I also fet 2 4 food, 2 prod, 2 gold and 4 science... Good game right there...). The ability is pretty good, even if you don't luck out on the NWs (just think how long it'll take for you to get 100 gold with the Arab UA - and Spain gets it faster and probably gets more), but it's blatantly broken if you do. UUs are solid, but not spectacular, since they come later (the conquistador will not see use in our game, though -> it's a knight that can build cities on other continents).
I'm considering picking Spain because they seem fun. I like to explore and the other power combos seem dull.
Mongols - Keshiks own (6 movement points ranged knights that get faster promotions and don't have maluses while attacking cities ftw!), Khans help keshiks (Khans are great generals with 5 movement points and better healing). Who cares about the rest, build keshiks, kill mostly everyone, get destroyed by the ones who turtled up and teched. That's a victory in my book.
China - Crossbows are a very powerful unit, from what I can gather. China gets one with double attacks per turn. The UB is a library that gives gold (and doesn't cost maintenance, giving even more gold). UA empowers great generals. Solid all around, maybe boring.
Germany - Cool UA, that can get you units for free and gold by killing barbs, while also giving discount in unit maintenance. They also have a 45 hammers Pikeman replacement (pikeman costs 90 hammers), which is awesome. Panzers are mostly irrelevant.
Aztecs and Persia seem very cool, but I don't want to play civs that were already played on PBEM I. Korea and Babylon are supposed to be good too, but I don't want to play them.
Well, we'll see how this goes. I'm considering mongols, germany or spain for the fun factor. It's that or rolling a dice, I guess.