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Civ 5 revisted - Germans are the best in Marathon games

PostPosted:Sat Feb 19, 2011 5:30 pm
by Julius Seeker
A lot of people dismiss the Germans because their ability Furor Teutonicus seems only useful in the early game; the ability essentially gives a 50% chance of converting a barbarian unit to the German military when they sack a village.

Useless? I have been experimenting with them on a large Terra map with Marathon game length, Emperor difficulty (I find that I am not good enough to be competetive on large maps if I go Deity or Immortal without using the cheap ICS strategy, King difficulty is too easy). My neighbours were Romans and Greeks, the two civs who are often argued as being superior starting civs. The German Landsknecht being just a cheap pikeman with no bonuses; Greek Hoplites, Companion Cavalry, Roman Legions, and Roman Ballistas.


The benefit is that I didn't have to build any military units until I hit Catapults. Instead I focussed strongly on buildings with wonders as a secondary focus; making sure to get my favourites - Stonehenge, Machu Pichu, and Chitzen Itza; +8 culture, -75% culture cost to territory growth, and +50% Golden Ages.

Military - yes it was bloated and I was constantly in the red, but I managed to profit due to all of the cash I was gaining from plundering barbarian villages, more than enough to support my military. Sure enough, the Romans and Greeks grew very powerful early on, but France, Siam, Persia, and the Turks also were mega powers. My military was too much for anyone to declare war on me. I had LOTS of Spearmen, which only cost 10 to upgrade to Landsknechts.

Eventually the barbarians on the main continent had run out, my warriors were far away exploring surrounding islands (which I began to colonize due to the healthy environments on them). My military soon fell down the ranks to 5th. Then the Greeks and Romans declared war on me. They blitzed in and began destroying my border cities; and about half my army. However, I just kept pumping those cheap Landsknechts out and they could not break past my walled cities. I went peace with Rome once the Turks declared on them. Then I began taking Greek cities, and effectively took over about 2/3rds of their Empire at the time of peace. Due to focusing on buildings earlier, I was able to handle the large number of puppet states entering my empire. Greek military stands no chance against the German once the middle ages hit. My core cities (on marathon) were pumping out landsknechts in under 10 turns each.

The German Furor Teutonicus proved to be very useful due to all of the military units I didn't have to build for 400-500 turns or so. Instead acquiring all sorts of early buildings such as walls, happiness and production buildings. This particular playthrough is also proving to be more fun than any other I have played so far since getting the game. The war is over and I am now using my generals for Golden Ages, so I ended up on the top of the pile in terms of economy and production, France and Turkey still have more population, but I am almost tied with France for land now. I have also explored a good portion of the new world, no one else has yet arrived. I am behind in science, but not by much; I reached the renaisance about 40 turns after the most advanced civ did. This is much greater success than I had with the Romans, the Chinese, and the French when playing under similar conditions on Emperor difficulty.


For a seasoned civ player, these settings are very fun:
Civ - Germans
Difficulty - Emperor
Map size - Large
Length - Marathon
Number of Civs + City States - default (adding too many will decrease space for barbarians, especially if playing a Terra map like I am doing).
Map - Terra, this map type has all main civs starting on the main continent, and the others only inhabited by Barbarians and City States; I find this map type keeps the game interesting once the age of exploration hits.

Strategy:
Just acquire military units from barbarian villages; focus on building
1. Monolith,
2. two workers per three cities
3. Settlers if happiness is enough
4. Production structures
5. happiness structures
6. Walls/Castles (particularly when economy is exceptionally poor, as these buildings have no upkeep)
7. Science, should build a library as soon as a city hits 8 if one is not already present.
8. If economy is doing well; or there is lots of gold in the coffers, then Research Agreements - I was able to manage about 7 or 8 of these in my playthrough so far.

Re: Civ 5 revisted - Germans are the best in Marathon games

PostPosted:Sat Feb 19, 2011 7:12 pm
by Don
I haven't played Civ 5 in a while now, since the game moves too slowly (computer turn takes very long time) and they still haven't added Hotseat support. I think the game has some pretty solid foundation but the execution turned out to be rather poor. Multiplayer is lacking and the AI is pretty much nonsensical and have no idea what to do with units most of the time. I noticed they say the AI 'plays to win' which means it'll always try to backstab you or whatever. That to me is a very dumb thing. The only reason why diplomatic relationships are possible with the computer is that they're often NOT playing to win. There are very few situations where peace is mutually beneficial, and 99% of the time for human peace is just a way of them to kill another guy first without worrying about two fronts, so you should never really trust another guy. But if everyone plays like that then you might as well not have diplomacy at all.

Re: Civ 5 revisted - Germans are the best in Marathon games

PostPosted:Sat Feb 19, 2011 8:13 pm
by Shrinweck
I found the only way to keep the game interesting for long periods of time was to only play against 3-5 computers at once on a normal/large map. That way the AI turns don't take all damn day.

Re: Civ 5 revisted - Germans are the best in Marathon games

PostPosted:Sun Feb 20, 2011 12:01 am
by Don
But I think part of the charm of strategy game is having these giant epic maps with 20 players on it. If I just want something with 3-4 players, I'd say even Super Daisanryaku on the Sega Genesis is a far better game than any civilization game. Of course you can't actually do that because it'd take too long. I'm pretty sure I can control 20 players and only be slightly slower than the computer most of the time, especially if I delegate city building stuff (which I probably should, since I'm already doing that with puppet states and most of the time I go with the AI picks anyway).

Re: Civ 5 revisted - Germans are the best in Marathon games

PostPosted:Sun Feb 20, 2011 5:41 am
by Julius Seeker
I am not really finding much time between turns unless viewing a lot of AI action. Perhaps patches fixed this?

Anyway, the new patch effectively destroys the cheap infinite cities strategy (essentially taking advantage of the food production bonus from allied coastal cities spamming the map with closely situated small cities for a heavy economy (buying lots of happiness buildings) and the ability to raise a large army quickly. Buildings and social policies saw a great strengthening. Many of the native bonuses to tiles have been remove and added to building bonuses; getting policies early on seems like a must.
The upcoming patch will contain some significant balance adjustments to Civ V. We thought it would be a good idea to give everyone a quick run-down on our thoughts behind these changes and a look at what further balance work lies ahead….

This February patch comes at a great time for making balance changes; The five months since Civ V’s release has given us time to analyze reports of dominant strategies and implement and test deeper changes that will better balance the game in several key areas.

Working with our “Frankenstein” gameplay test group, we have been looking closely at the tradeoffs between building a Wide empire (one with lots of smaller cities sprawling across the map) and a Tall empire (one with just a few highly populous, highly productive cities). With this patch you’ll see a number of changes to the economic side of the game to bring these two play styles in closer balance with each other. City spacing, building effects and the Liberty and Tradition policy trees are where the most extensive changes have occurred. We’re now seeing games where a Tall empire can match or even exceed a Wide one in production and science output even deep into the game.

We wanted to improve the effectiveness of buildings. We also wanted to improve how cities interact with the map. Adjustments to terrain have increased production, while buildings that modify production have been adjusted in tune with these changes. You’ll find many buildings to be easier to build, with extra benefits, especially if you’ve settled near beneficial terrain and resources. We've continued to make improvements to pacing, diplomacy, turn times, the AI, and other aspects of the game.

With future patches we’ll continue to iterate through Civ V systems and fine tune the balance of each one. So far we’ve already identified combat, multiplayer, late-game policies, wonders and civilization-unique bonuses as additional areas that will benefit from this sort of attention. And as this journey progresses we promise to keep an ear to the ground for other areas the Civilization community may want us to address. Continued collaboration between community, our gameplay testers, and the development team will be nothing but a win for Civ V.
ENGINE

* Significant turn time improvements.
* Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.


USER INTERFACE

* Add combat summary when a city bombards a unit
* Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player
* Embarked units no longer look like they have 500 strength
* User warned if about to declare war on a city state that is under protection of a major power


GAMEPLAY

* Taper off benefit of excess food when building settlers
* City-States now recognize when a road is connected for their road-connection quest.
* Golden Ages now provide +20% production per city rather than +1 hammer per tile


STRATEGIC AI

* Prevent AI from building too many AA units
* Don't allow CSs to build Manhattan Project
* AI calculation of enemy military might are tweaked based on size of enemy gold reserve
* AI calculation of enemy power now takes into account promotions


DIPLOMATIC AI

* Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
* Denunciations expire after 50 turns
* Declarations of Friendship expire after 50 turns


MODDING

* Added support for policies that provide culture from kills
* Added support for policies that provide extra culture from cultural improvements
* Added support for policies that provide extra embarked movement
* Added support for policies that provide free Great People
* Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.
* When you click on a mod in the online browser, you may now use a dropdown to select a previous version.
* Added Line Control for modders to use when creating graphs, etc.


MULTIPLAYER

* Can now use DLC civilizations in multiplayer
* Added Ring, Skirmish and Ancient Lake maps to MP.


BUG FIXES

* Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
* Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
* Additional bug fixes and tweaks.


BALANCE CHANGES

Game Rules

* Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
* Cities now only get 1 free production and 0 free gold (1 less in both cases)
* Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
* Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
* Allied maritime city states provide 3 food per turn to the capital, not 4
* Balance pass on production and maintenance costs throughout the game.


Buildings

* Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
* Palace boosted to 3 gold and 3 production
* Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
* Market and Bazaar provide 2 gold (as well as +25%)
* Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
* Windmill now has a +15% production modifier (for buildings only) and provides 2 production
* Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
* Lighthouse gives bonus 1 food for Fish; cost reduced
* Ironworks dropped to 8 production (but earlier in tech tree now)
* Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
* Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
* Hospital adds 5 food (but no longer retains food), requires Aqueduct
* Forge adds +1 production to each source of Iron
* Reduced Armory maintenance to 2 gold
* Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
* Reduced Theatre happiness to 4
* Reduced Monastery maintenance to 0 gold
* Reduced Garden maintenance to 1 gold
* Reduced Observatory maintenance to 0 gold
* Reduced Opera House culture to 4, and reduced maintenance to 2 gold
* Removed the Great Person Point from Public School


Specialist Adjustments

* Temple -1 Artist
* Mud Pyramid Mosque -1 Artist
* Opera House +1 Artist
* Bank -1 Merchant
* Satraps Court -1 Merchant
* Stock Exchange +1 Merchant
* Observatory -1 Scientist
* University +1 Scientist
* Garden -1 Artist
* Laboratory -1 Scientist
* Public School +1 Scientist


Improvements/Routes

* Production bonus from Railroads reduced to 25%
* Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
* Fishing Boats give 1 food, not gold.
* Fishing Boats give 1 gold with Compass.
* Camps on Deer give production instead of food .
* Remove 1 extra food from Sugar plantations.
* Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
* Trading Post & Camp gold increases by 1 with Economics.
* Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
* Mine & Quarry production increases by 1 with Chemistry.
* Plantation & Pasture food increases by 1 with Fertilizer.
* Well & Offshore Platform boosted to 3 production (from 1).
* Academy increased to 6 Science.
* Landmark increased to 6 Culture.
* Manufactory increased to 4 Production.


Policies

* Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
* Aristocracy: Wonder bonus reduced by 5% to 20%.
* Legalism: Provides a free Culture building in your first 4 cities.
* Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
* Landed Elite: +15% Growth, and +2 Food per city.
* Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
* Liberty: +1 culture per turn in every city.
* Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
* Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
* Representation: Each city you found will increase the cost of your next Policy by 33% less. Also starts a Golden Age.
* Order: Reduce Order production bonus to 15%.
* Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.


Resources

* Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
* Marble boosts wonder production by 20%, down from 25%


Technologies

* Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
* Move Lumbermills up to Construction
* Move Bridge Building back to Engineering
* Move Ironworks to Machinery


Units

* Workboat cost increased
* Settler cost increased by 25%


Wonders

* Colossus no longer goes obsolete
* Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.


Civ Unique Bonuses

* Reduce Chu-ko-nu from 10 to 9 ranged strength
* Doubled culture from kills for Aztecs
* Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
* Paper Maker only provides 2 gold but no longer requires any building maintenance


Map Generation Changes

* Increased Oil quantity per resource.
* Minimum Uranium is now 2.
* Cut Deer Appearance in Arctic regions.
* Adjusted Sheep placement so it is more spread out.
* Decreased Wheat appearance in Plains.
* Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.

Re: Civ 5 revisted - Germans are the best in Marathon games

PostPosted:Sun Feb 20, 2011 1:04 pm
by Julius Seeker
As for the game speed on large maps. If you're not updated, there was a memory leak, simply rebooting should clear that all up. I am not sure if they are done fixing that, I found I had to reboot today.

Anyway, we're down to five significant remaining civs.

Germany, myself controls the west.
Rome is the next civ over, my occupy most of my eastern border. All of my towns are walled and Castled with garrisoned artillary, and the borders are a line of Roman and a line of German riflemen. Eventually we'll probably have war, I am about to get oil, and Panzers will be following.

The other powers are the Ottomans, the Persians, and French. The Greeks and Americans are still a force, but no longer in competition to win.

Romans are #1 for military
French are #1 for land
Persians for manufactured goods and GNP (probably in a golden age)
Ottomans for Population and Crop Yield
Myself for approval rating, although I am 2nd-3rd in all other categories.