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MLG Civ5 gamers only! Nubs and casuals please leave

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Ichabod: Persia
oledavy: Russia
yuris125: Sonhai
HitAnyKey: Inca
Nicolae Carpathia: Ethiopia
AdrienIer: Rome
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Morocco:

Ability:
Receives +3 Gold and +1 Culture for each Trade Route with a different civ or City-State
The Trade Route owners receive +2 Gold for each Trade Route sent to Morocco
Okay ability, if you're in with the rest of the pack, and not at war. So not really that good in MP.

UU: Berber Cavalry (Replaces Cavalry)
+25% combat bonus in own territory, +50% combat bonus in desert
(Late, if you're defending your own territory with cav, you've already lost)
UI: Kasbah
Only built on desert, +1F/1H/1G
(Sorta needs Petra to not be a piece of shit)

Celts:
+1 Faith per city with an adjacent unimproved Forest
Bonus increases to +2 Faith in Cities with 3 or more adjacent unimproved Forest tiles
Means you have first pick on religions, and unlike the AI, humans don't fuck around with their picks.

UU: Pictish Warrior (Replaces Spearman)
+20% combat bonus in foreign territory, uses no movement points to pillage, earns 50% of opponent's strength as faith
(Sorta useful, plus I want to build a few enemy spears to extort the local city states for gold)
UB: Ceilidh hall (Opera House)
+3 Happy
(Sounds okay at first, but it comes really late, and requires the construction of the entire culture building line. But combined with Pagodas, it can be used to support a larger empire than average)

Ethiopia:
Combat bonus (+20%) when fighting units from a Civilization with more Cities than Ethiopia
(Fucking worthless if you're not merely planning on not losing)

UU: Mehal Sefari (replaces Rifleman)
Has Drill I promotion, gains up to 30% combat bonus near capital, costs less hammers
(Not that great)
UB: Stele (replaces Monument)
+2 faith
(Pretty good, but Celts are faster at getting your early religion started).
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Here is your starting screenshot. The goodie huts are will be reshuffled.


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Jesus that completely breaks tables on this browser.

Anyways, all three of my civ picks suck.

From what I understand, those fishes are inside a lake, so I either settle 4 next to it, or it's stuck as a shitty 3F tile forever. And even then, it'll only be a mediocre 4F tile (in exchange for 20 hammers into the aether). The upside is that it's a fairly fast start, and gets a hill within the first ring for growth-hammer shenanigans.

Alternatively, I settle 9, which gets a 2F tile in first ring. But it's a slow, production-starved spot.

Finally, I go Celts, and settle 96, which costs me a turn. Again, it's pretty production starved.

Option 1 and 2 precludes Celts, and makes me think of going Ethiopia. Well, the civ ability is completely wasted, but at least I get an early religion (I'd probably go Oral Tradition to buff the 3 granaries, though this could change on what I scout). It would also call for an early worker to get some food from farming those river plains.
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The start, the huts have changed locations.



Moved the warrior, found ocean. Move in that direction, or settle as planned?



Moved the settler 4, reasoning that if there was something that made me want to settle on the southern coast, it wouldn't delay the settlement anyway. Saw what looked like a beach coast to the west. But I'm not moving there with my capital.



Settled, hut popped a map frown. Well, at least it saves me alot of scouting in that direction. And once civil service comes in, I can build some hill farms.



Working the 3F fish, production focus, with hills to grow onto. Also bought up tile purchase overlay, I'll probably buy the hill sheep once I get 30g in order to speed the settler build. Teching animal husbandry so I can improve those sheep tiles.

This is a very hammer rich start, but I'll need workers in order to farm and get a food surplus. Also, according to what I can tell of the workboat rules, it's not possible to improve the fish. And because Civ5 doesn't have any mechanics for canals besides cities, I can't route a workboat from elsewhere. Which is fucking irritating, this is elementary shit from Civ4. But who cares, a workboat would only improve the yield by 1, because improvements are incredibly weak in this game. Even if I settled in place, there is no way I'm building a canal city on the western coast unless there is a lux there, because the expansion rules are horrid.
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New game, new ruin spawns. Settled, got 90 gold, which is a good outcome because I've got the free scouting information out there already.
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A spear upgrade. Not the worse thing, though OldDavey got a free pop. If I see some city states around, I might build a second spear and start hitting them up for tribute demands (a rather cheesy tactic that's heavily used by MPers).

Also, I might use some of my gold stash to buy the sheep hill, which would fuel my growth. Maybe. Pre-worker, the thing is only of use for pop growths and building the settler, and I want to grab a settler asap, maybe when I grow to size 3 or so. Though I might regret it if I can't goldrush a 3rd settler.
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I've played a bit of Civ5 GMR and and some games with the No Quitters a few years ago, and I can't remember the rules for tribute demands. You need to be top in military, and you need position your units a number of tiles from the CS center tile, and the tribute counter refreshes every 10 turns or so. From a bit of googling, I found this thread in CFC featuring some of the best Civ5 MPers (FilthyRobot and Tabarnak), and some actual numbers. Nothing in the CFC war academy page, which is total garbage.

I suspect a reason behind the crappy CFC war academy (beyond the mechanic shortcomings of Civ5) is that the Civ5 came out post web 2.0, when gaming forums and BBSes are getting obsolete, and the community has regressed to anonymous comment chains where no one feels invested enough to create high quality documentation. I mean, contrast this with this. I mean sure, you could sit through youtube guides (such Filthy's, who is an excellent player), but that takes ages and it's not easy to link to individual bits of mechanical advice like you could with Civ4.
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