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Civilization V

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DavidGrohl:
I don't know if you'd call this an exploit, but I like to park a unit next to the last city of a defeated empire and level him off the constant city attacks.  If he has a medic upgrade, you can sit them there indefinitely.  With the double XP upgrade policy and a long conquest campaign, my now artillery is nearly maxed on upgrades and can nearly one shot any unit (2 attacks / 4 range).  I've also found that fast expanding and annexation works well if you prop up your economy via trading posts.  I have about 20 cities and I'm still bringing in 200 gold per turn with positive happiness with enough surplus to buy happiness buildings if the need arises.  My social policies suffer a bit, but I have such a devastating military that I can push to wipe out anyone approaching a victory condition.  Playing China @ Noble.

ackblom12:
Oh yeah, you definitely can expand far beyond the three, I just mean the early game sweet spot that Civ has for number of settlements. If you end up getting ridiculously luck with a large number of luxury goods to boost your happiness in the first couple cities you could probably expand more earlier, but I prefer to trade luxuries early game for cash anyways to pump out City State alliances or extra troops earlier.

KvP:
Something to note - the hammers-to-gold ratio is wayyyyyyy out of whack. Gold rules all. It is much more cost-efficient to quickly build an inferior unit and then upgrade it on the cheap than to buy a unit, unless you absolutely need a unit in one turn.

ackblom12:
Yup, though gold is important enough in enough different categories that I find it is still a good practice in what to use the gold for and when. I'm gonna guess at some point some more polishing on it may be done with patches though.

On the other hand, after several months of beta this may have been their intention to make the gold economy ridiculously important. I mean, after all you still have to balance what you're spending it on and economic vs military and social techs and that does help balance it quite a bit. Either way any big balance changes will likely wait for expansions.

DavidGrohl:

--- Quote from: KvP on 27 Sep 2010, 12:04 ---Something to note - the hammers-to-gold ratio is wayyyyyyy out of whack. Gold rules all. It is much more cost-efficient to quickly build an inferior unit and then upgrade it on the cheap than to buy a unit, unless you absolutely need a unit in one turn.

--- End quote ---

I'm going to have to disagree.  I think the gold efficiency is needed due to the importance of gold.  If you're buying units without an immediate need for them, you're wasting gold that could be spent better elsewhere.

Gold has the following abilities :
City State Relations (Lump Sum)
Buying Units / Buildings (Lump Sum)
Research Agreements (Lump Sum)
Army / Unit Upkeep (Per Turn)
Needed for Roads / Rail (Per Turn)
Building Upkeep (Per Turn)

Although it depends on your playstyle, it's obviously important to ally yourself with as many influence-based city states as you can due to limiting yourself to a few cities.  Maintaining multiple city-state relationships is expensive.  Keeping your per Turn gold income positive is a tough job when you're balancing the city-state relationships, and heavy building upkeep.
In my playstyle, it's vital to keep a gold store for yourself to field units instantaneously depending on where they're needed particularly across a large warfront.  Roads are also extremely important on larger maps.
Happiness buildings and research Agreements are really necessary no matter what your playstyle is.  My first game on Warlord was quite a bit easier just from the 'bonus' happiness you start with.

The only two balance issues I've been having is with Greece (their unique unit is a bit overpowered) and the imbalance of cannons / artillery.  It just seems that three artillery stacked on any large area can dominate the game.  The only real counter is fast-moving calvary, which become a bit underpowered / obsolete just before the modern era.  There's also a bunch of 'filler' tech that has to come before you can transition to other counters.

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