Civilization 5 research agreement gives. Diplomacy
Meet, it's coming to the game logistics. Not just logistical tasks, but Logistics with a capital L. By the way, logistics is originally a military science. Like many other disciplines, it was created as a tool for solving army supply problems, and only then was put at the service of peace and the national economy.
Who do you think will win: lions led by a ram or a herd of rams led by a lion? Napoleon relied on the latter. He was wrong. The one who has railways and access to the sea will win.
Here are some quotes:
- According to eyewitnesses, the roads leading to the city are clogged with columns of military tractors and armored personnel carriers...
- The delivery of rescue equipment to the city is complicated by the fact that a ten-kilometer bridge connecting the city with the eastern part of the state has been destroyed...
- About 60 thousand people gathered in anticipation of evacuation. However, she had to be detained because unknown persons fired at a military helicopter sent to transport those in distress...
- ...announced the arrival of 300 Guardsmen who recently served in Iraq: “These troops are battle-tested, armed with M-16 rifles and other military equipment. These troops know how to shoot and how to kill, and I expect them to do it!”
What do you think these people are talking about? Large-scale military exercises? Total war?
No, this is how US federal authorities provide assistance to residents of New Orleans a few days (!!!) after the flood.
Here's a simple logistics problem:
Military and civil logistics
Should we connect only cities with a single lane road or build several multi-lane roads to be able to quickly move large groups of troops?
To quickly move troops from their place of deployment or production to the front line, it is useful to build roads. Armies move much faster on roads, and some types of equipment cannot do without them at all. But now we don’t have stacks and we will have to move fighters along the roads one after another - congestion, traffic jams... What happens, then, in the Fifth Civilization, we will have to build much more roads to solve the same transport problems?! To move fighters along alternative routes and backup routes.
But excuse me, how much more? Here's what we saw in previous versions of Civilization:
Does this look like a transport network?
Or maybe this?
What is the value of a road if after some time every square meter of land will inevitably turn into this very road? Sure, why don't I build roads everywhere, just to be on the safe side? After all, it's free!
A road is not a natural phenomenon. This is a man-made object, which, on the one hand, brings benefits, but on the other hand, it itself requires serious investment and protection. And what importance do transport arteries acquire in wartime! Explosions of bridges, rail wars, mining - this can greatly hamper the advancement of the enemy army, disrupt the supply of the enemy's advanced units, force him to change his plans, gain time for regrouping troops...
On the land
Let's listen to the developers:
- We have done a tremendous amount of work to prevent a situation where, in the modern era, every part of the map is covered with roads. They, as before, speed up the movement of units across the territory, plus when connecting two cities you receive a significant financial bonus. But there is a flip side to this coin - every turn you pay for all your roads, and if you have unused highways, you are simply throwing money away. We think this will encourage players to build infrastructure in a meaningful way.
That is, moving armies turns into a logistics problem for us. The road capacity is limited to one unit, and it is now expensive to have redundant roads, since their maintenance requires money every turn. Incur additional costs, but at the same time have additional capacity for the rapid transfer of troops (multi-track railways, highways)? Or maybe it is worth connecting only strong points with roads, but maintaining additional detachments of fighters on distant lines? What will you do?
On the sea
How, by and large, does sea transportation differ from land transportation? Actually, a lot of things, of course. But if you look at them as a tool (that is, looking from above, through the eyes of a politician-strategist-economist), then I would highlight two main things:
- Transport by sea is cheaper. Whatever we transport: people, oil products, containers, dry cargo, equipment - in all cases it turns out that it is cheaper to transport by sea. And the more quantity we need to transport, the more obvious the economic benefit.
- Shipping by sea is more vulnerable. They are easier (cheaper) to break. Establishing a naval blockade, destroying transport, or seizing cargo requires fewer resources and military units than fighting traffic flows on land.
And what of this will we see in the Fifth Civilization? Yes, that’s exactly what we’ll see!
- There will be a certain technology that will allow any land unit to cross over - to temporarily become a defenseless naval unit. On the one hand, you will have to protect your sea borders from invasion with the help of a fleet, on the other hand, you will need a fleet to support the crossing of ground units. According to Shirk, this will take naval warfare to a new level.
How it will come out! Cheap shipping - no need to build an armada of galleons. And the fact that a land detachment will magically “turn into a boat” is not so important. For realism, the main thing is that the same patterns and principles are observed as in the real world. Cheap, but defenseless - just like in life! A small boat with Somali pirates is capable of capturing a transport loaded with tanks. And one sea mine from World War II can sink (or at least disable) even a modern warship.
These examples should be understood exactly as I wrote above: “shipping by sea is more vulnerable.” Of course, the same Somali pirates could, under certain circumstances, seize both the train and the convoy. But to rob on land on the same scale as at sea, they would need much more people and much better weapons. Compare at least the ratio of the costs of mining to the costs of mine clearance in relation to land and sea.
Is this something new?
From the outside, it may seem that it is nothing for Americans to fight a war (or even two wars) in the other hemisphere. What is there, aviation, navy, satellites... nothing complicated. But it only seems so. Supporting combat operations in such a regime requires a monstrous strain on American military logistics. And they spend so much money, fuel, equipment, man-hours and political resources on logistical (not combat) tasks alone that it becomes clear to everyone: “Yes, this is what a superpower looks like in the 21st century!” Show me any other country that can bear similar expenses for several years!
Now compare with previous versions of Civilization. I'm planning a war of conquest on another continent (single mode, fighting against AI). To do this, I fill all my transport ships with fighters, gather my fleet and troops and capture the weakest city on the enemy coast. Since the captured city now has a large stack of my troops, and thanks to the defense bonus, I can hold out in that city for several turns. During this time, discontent has been suppressed and on the next move I build an airfield in this city (using money to speed up). And on the same turn, my entire ground army is teleported to the enemy continent. All! The logistics problem is solved.
Do you notice anything strange here? You can come up with a few more victorious blitzkrieg scenarios on the other side of the world, but all these scenarios will have one thing in common - a lack of realism. Such a development of events is impossible to imagine in reality. Because the transfer of troops over such a distance should be:
- or very expensive
- or very slow
- or very risky,
- or both, and the third at the same time.
This is how I imagine logistics in wartime. And in peaceful times, about the same. And judging by what we have at the moment, these principles correlate well with the logistics mechanism in Civilization V!
Well, okay, New Orleans is still not a total war. But how can we transfer the most combat-ready units of the Red Army from the Western Front to the Far East along one (!) railway track in a short period of time? After all, a million samurai were buried there! Given: 12 thousand kilometers, single-track railway, at the other end of which the Kwantung Army was dug in. Soviet military science was able to solve such logistics problems already in 1945!
I remember. I'm proud!
Sid Meier's Civilization V (also known asCivilization V ) - computer game Firaxis , fifth part in the seriesglobal turn-based strategiesCivilization. The first release of the game took placeSeptember 21, 2010 for Microsoft Windows in the US; for Mac OS X the game was released November 23, 2010 . Like other games in the seriesCivilization, V Civilization Vthe player creates and develops his civilization from ancient times to the near future.
Innovations
- Instead of a square map grid, a hexagonal one has been introduced - each cell is a regular hexagon.
- Each cell can only contain one unit of the same type at a time.
- Two-dimensional strategic type of map that the player can switch to, if desired, fromnormal, became a stylization of the board version of the game.
- Some small civilizations replaced city-states, although barbarian camps are present.
- Captured cities can continue to exist within the empire as autonomous entities called satellites or puppet cities.
- Remote shelling of the enemy is possible (this feature was present in Civilization III).
- There are no religious denominations and the possibility of espionage (excluding the “Gods and Kings” add-on).
- Technology tree has undergone a noticeable reduction, although you have to spend more moves than in other parts of the game.
- Trade in technology has been replaced by the possibility of contracting agreements on joint research.
- Finite in quantity, although inexhaustible, natural resources (each deposit provides several units of resource that are “consumed” by units and buildings - when a unit dies or a building is demolished, the resources can be used again).
- Disasters: floods, volcanic eruptions, epidemics, fires, etc. absent (were in the first Civilization and in the additions to Civilization IV).
Game description
Cities
As before, the city remains the main core on which the events of the game are strung, and around which the struggle of civilizations takes place.
Cities can now cultivate an area three cells away instead of two cells before. The expansion of the country's borders, however, is now carried out by cell phone. The player can urgently develop (presented as a purchase) a new site for money, but neighboring states will react negatively to this.
Cities can strike enemy units from a distance. This looks like having a built-in, non-detachable ranged unit. The city's defense is further strengthened by placing a garrison of one ground combat unit. One combat unit, one non-combat unit, one ship, and as many air units as desired can be located here at the same time.
When capturing cities, the player is given a choice: annexation, Creation satellite, destruction or liberation. The latter is when this city was previously under the rule of an enemy state. It is noteworthy that if you liberate a city that belonged to a previously destroyed civilization, it returns to the game with the level of development that it had before the cessation of its existence.
The player is not allowed to directly control satellites (puppet cities), however, satellites pay taxes to the treasury of the metropolis and provide access to territories and resources, and also do not negatively affect the mood of the population as with annexation.
The destruction of a city does not occur instantly, but takes several turns, during which the destroyed city becomes part of the civilization that has captured it with its own population, surviving buildings, expenses, and so on. Although the end result is irreversible, the destruction process can be stopped at any time. At the same time, the original capitals (the very first city founded by the corresponding civilization) of the defeated powers, as well as all city-states, which are capitals by definition. It is also impossible to destroy cities founded by one's own hands, unless they are recaptured after being captured by an alien civilization. Thus, indestructible cities include cities of the capital class, as well as their own, which have never been occupied by the enemy. Cities that cannot be destroyed can create difficulties in planning the development of the captured territory.
Units and battles
Unlike previous versions, in Civilization V in each cell - sauté(including in cities) there can be no more than one combat unit and no more than one non-combat unit. This means that a cell may contain, for example, one unit Archers and one division workers, but not two units Archers. Units can move through occupied cells, but the movement must end on a free one. This radically changes the planning and conduct of military operations, bringing them closer to reality.
There are no longer separate transport ships in the game. Instead, after studying a certain technology and gaining an ability (for units created before learning the technology), all land units for interdiction of water spaces are automatically loaded onto their own ships. Water combat units can destroy such ships with one blow, and when attacking from the sea, land combat units receive a penalty.
Ranged units: Archers, siege engines and warships cannot directly attack the enemy. Instead, they fire from a distance through honeycombs. In close combat these units are very vulnerable. Cities can also fire at the enemy. The animated display of an attack by city forces (arrows, catapult and artillery shells, rockets) depends on the era.
Promotion Unit qualifications have changed somewhat. For example, the main upgrades are improving a unit's ability to attack an enemy in a certain type of terrain. Also, if previously units were partially healed when promoted, now Civilization V healing is an alternative to promotion.
Another change in damage calculation is that defeating a combat unit as a result of a battle does not necessarily mean its destruction.
Leaders and civilizations
The leader's personality characteristics are based on a combination of 29 (as of version 1.0.1.135) parameters called flavors(“tastes”, or “flavors”, in the jargon of the players). Catherine II has a “taste” for expansionism, which is expressed in Russia’s desire to own many cities. At the same time, Catherine’s “taste” for the development of these cities is not so great, so Russian cities will not develop as intensively as, say, Gandhi. Elizabeth I gives preference to the development of the fleet, so that England will strive for dominance at sea.
This does not mean, however, that leaders' behavior is predictable. Computer intelligence, given the opportunity, can choose a more appropriate direction of development. The game mechanics also allow for an element of chance. For example, Napoleon's default "taste" for attack is 7 out of 10; when the game starts, this value can vary within plus or minus 2 units. At the beginning of the game, the aggressiveness of the French power can vary from 5 to 9. If the value is 5, then it is possible that Napoleon, with a penchant for conquest, will be more inclined to pursue other priorities - for example, trade or science. It all depends on the context. In particular, if England appears in the center of a large continent far from the seas, but has horses at its disposal, then Elizabeth I will abandon the naval strategy in favor of developing cavalry.
Each civilization has either two national units, or one national unit and a unique building (improvement).
In the original version of the game, 18 civilizations (great powers) and leaders with their characteristic features are available for selection. Along with the “old” ones that existed since the first version of the game (America, England, Russia, etc.), “new” ones also appeared. - Iroquois, Siam and Songhai. Additional civilizations Babylon, Mongolia, Polynesia and a double package - Spain and the Incas, as well as Denmark and Korea are distributed through the Steam and D2D distribution systems.
City-states
City-states (small countries) are the next innovation Civ V. City-states cannot build Settlers, and thereby found new cities. Captured enemy cities are destroyed within a few turns (with the exception of the capture of capitals - in this case the city joins the polis). When liberated from the civilization that captured it, they reappear in the game as a city-state - an ally of the liberator.
There are several ways to improve relations with a city-state. The easiest way is to bribe with gold. City-states sometimes express requests to great powers (destroying barbarian camps, helping in a war, building a road to the capital or a certain miracle, etc.), the fulfillment of which significantly improves relations. With such small countries there can be agreements protection treaties from a superpower. If loyalty is not supported by actions, then the relationship will gradually fade away.
If a superpower constantly captures city-states, then eventually all the remaining city-states that are not allied will unite against the aggressor. City-states in war with a superpower can request help from other superpowers. At the same time, it is possible to force the aggressor to make peace with the city-state, bribe it, and you can also donate money or combat units to the city-state. This is another way to improve your relationship with them.
A city-state can only have an alliance with one power at a time. By thus becoming an ally of the city-state, the civilization gains access to its resources. Also, the bonus received from a city-state depends on the state of relations with it and its type: militant (military), cultural or coastal. Militant City-states from time to time provide combat units to the allied civilization (you can refuse this). Cultural- can give additional culture points. Primorskie- supply the ally’s cities with food.
Public institutions
Instead of accepting a new form of government, as was before, the player can switch, after receiving a certain number of culture points, to a new public institution. The newly accepted institute does not replace the previous ones, but only provides other bonuses. Having completely filled five of the existing ten branches of public institutions ( Project "Utopia"), you can win a cultural victory in the game.
It should be noted that some social institutions are not applicable when using institutions from branches antagonistic to them. For example, branch institutions Autocracy not applicable after the adoption of the public institution of branches About or Freedom. However, a revolutionary change of branch is still possible, at the cost of anarchy during the turn. At the same time, previously applicable institutions become inapplicable. Before the release of the Brave New World expansion, it was not possible to simultaneously accept such public institutions as Rationalism And Piety. After the release of this add-on, such an opportunity appeared.
Production
There are three types of resources: bonus, strategic And rare. Resources (except bonus ones) can be traded and donated to other powers.
The number of types of strategic resources has been reduced, and their use has also undergone changes. Creating units or constructing buildings that require a certain strategic resource reduces the amount available to the player; the resources themselves, however, are not depleted. If, for example, a player loses a unit Tanks, then again gains access to another unit of oil.
To purchase buildings for money, you no longer need to have a certain public institution. The purchase itself occurs instantly and it is possible to make as many purchases as you like per turn, as long as funds allow. Some types of buildings cannot be purchased: they can only be built by spending time.
Miracles and Projects
As before, there are great miracles (unique, that is, one for the whole world) and small or national ones (there can be as many of them as there are civilizations). Their composition was updated and reduced, however, with subsequent patches new ones were introduced: State Treasury, Great Circus, etc. Along with Wonders of the World And national miracles, introduced natural wonders. When they are opened, the mood of the population improves, science and culture bonuses are given, and relations with city-states improve.
When capturing cities national miracles, existing in it, are destroyed, all military and cultural buildings are also destroyed, the rest of the buildings can remain intact with a probability of 66%.
There is also a special category of national projects: Apollo Program (Soyuz program) And Manhattan Project. Also national is the construction of spacecraft parts. Their subsequent assembly in the capital and launch of the ship leads to a scientific victory. However, if any civilization completes Project "Utopia"(the acquisition of all social institutions of five branches out of ten), then this will lead it to cultural victory.
Diplomacy
Unlike previous parts, in Civilization V Technology exchange is no longer allowed. Instead, if two civilizations discovered a technology such as education, then they could sign research agreement, having allocated the cost of technology in gold from the budgets of both states. In this case, investment parity may not be observed. If during the validity of the treaty a war breaks out between these states, then it is terminated automatically.
Specified game conditions and goals
Civilization V has eight levels of increasing difficulty from Settler before Deities.
Level Prince is an average level of difficulty. When playing at this level, no one has an advantage.
Game speed varies from Marathonskaya through Epic And Average By High(it should be taken into account that in the Russian translation from 1C the places Marathonskaya And Epic games).
A distinctive feature of some civilizations is the dependence of the choice of starting position on the location of oceans and rivers, as well as on civilizational preference/avoidance of the corresponding geographical zones. For example, the standard setting for Russia is to prefer tundra, but if there is no tundra belt on the map, a belt with patches of tundra terrain will be sought, and at the same time, Songhai will avoid cold tundra. Egypt is usually not found near forests and jungles, but the Iroquois are always found among forests, etc.
As in previous versions, the player has the following options for winning (as before, the game does not have an “economic victory” mechanism, although the economic level is calculated):
- By total points(aka victory by time, with the onset of 2050 AD);
- Scientific(aka technical - launch spaceship with colonists to Alpha Centauri);
- Territorial(aka military - the last person in the game retains his capital);
- Cultural(obtaining all applicable public institutions from the five branches with the construction of the “Utopia Project”); With the new Brave New World expansion, a cultural victory is achieved when your culture, through tourism, takes first place and defeats all other powers.
- Diplomatic(receiving the title World leader when voting at the UN).
Thus, there are three ways to lose: lose your capital, lose to another civilization, or fail to score the most points by 2050.
The new version also supports the achievement system, on the game page on Steam - Global achievements). To participate in online statistics, you must be connected to Steam.
Diplomacy plays a very important role in the game. The world is huge, there are many states in it, whose leaders are not inferior to you in cunning and tenacity. Among them there are honest leaders, and there are also liars. But everyone wants to win. You can find allies and isolate enemies, enter into defensive and offensive alliances. You can increase the level of technology through joint research or end an unsuccessful war with peace. Diplomacy allows you to deceive the gullible and intimidate cowards. Your power will not survive long if it engages in battle with everyone it meets. Sometimes it is better to negotiate than to fight - at least in order to lull the enemy’s vigilance, and at the right moment deal him a fatal blow.
Conduct of negotiations
At any time after establishing diplomatic relations, you can begin negotiations with the leader of a city-state or another civilization. Relationships are established automatically after meeting other people's units or cities. Establishing diplomatic connections is one of the main reasons for exploring the world. You can negotiate at any time with a civilization with which you have already established diplomatic relations, even if they hate you and don’t particularly want to communicate. Leaders of city-states and other civilizations can also enter into negotiations with you.
Start of negotiations
To start negotiations, click on the diplomacy button to open the corresponding window. All the powers and city-states known to you are listed there. Click on any item to start a conversation with the leader of the state. In addition, you can click on the flag of a civilization or city-state to conduct negotiations. The process of negotiations with civilizations and cities and states varies.
Relations with powers
When negotiating with another civilization, you can declare war on it, offer peace or exchange, make a demand and discuss the issue.
Declaration of war
Click this button to declare war on another civilization.
Peace negotiations
With the state you are at war with, you can begin peace negotiations.
Trade
You can enter into a trade agreement with another civilization. Click this button to open the trading window.
Requirements
You can demand something from the other side. Your demands may be accepted if you are much bigger and stronger (and for a number of other reasons). However, in response to your demands, the state may declare war on you: it is impossible to predict in advance.
Discussion
- Offer cooperation.
- This button will allow you to start a dialogue on a number of issues. Select the appropriate replica. The response of a foreign leader will depend on your relationship with him, as well as on the goals pursued by his power.
- Offer cooperation.
- Propose joint actions against another civilization.
- Offer to go to war with another civilization.
- Ask to stop building new cities near your borders.
Parting
Click this button to terminate negotiations.
Trade window
In the trade window, you can make an exchange, enter into a research agreement and other types of agreements. In many cases, you will need knowledge of a specific technology. Trades that you cannot make are darkened. Hover over a line to get detailed information. The trading window is divided into two parts. On the right are the objects of your civilization, and on the left are the objects of the other side. Click on objects on your side to offer them to your partner. Click on the items on his side to indicate what you want in return. So, you can offer to open the borders in exchange for the other side opening the borders.
The exchange doesn't have to be of equal value: you can offer open borders in exchange for gold or just because. Having determined the terms of the exchange, click the “Offer” button to send your offer to another civilization. If accepted, all terms and conditions will take effect immediately. If your offer is rejected, click the "How do I balance this agreement?" to find out what the other side wants. Keep in mind: your computer opponent will not give you some objects at any price. Sometimes you will receive offers from other leaders. They can be accepted, rejected, or made a counteroffer. To close this window, click the Back button
Open borders
When you (or another power) discover writing, you will be able to enter into an open borders treaty (this cannot be concluded with a city-state). During the validity of such an agreement, units of another civilization can enter your territory, and this will not become a reason for war. If the agreement is mutual, then units of both civilizations can enter each other’s territory. However, permission to cross borders can be one-sided. The Open Borders Treaty is valid for 25 turns. Then it can be re-signed.
Defensive Alliance
Having studied chivalry, you will be able to form defensive alliances. Such alliances are always mutual. If one of the parties is attacked, the second party to the treaty will automatically go to war with the aggressor. The defensive alliance lasts 25 turns, and then it can be renewed. If one of
members of a defensive alliance declare war on someone, the alliance is dissolved.
Research Agreement
Once you discover philosophy, you can enter into a research agreement with another civilization that has also discovered philosophy. It will cost
to both parties in a certain amount of gold, and if you do not have the required amount, such an agreement cannot be concluded. The Research Agreement lasts for 25 turns. Each participant will then receive a randomly selected technology.
Trade in cities
You can sell and buy cities. Usually civilizations do not part with their cities unless circumstances force them to do so, but
sometimes they can give away a city for an exceptionally high price. You cannot sell or exchange your capital.
Other players
You can ask your negotiating partner to take certain actions regarding civilizations that you both know. Among other things, you can ask for a declaration of war and peace.
Resources and Diplomacy
You can trade rare and strategic resources with other civilizations. In this case, the other civilization receives all the benefits
from the resource during the contract period (25 turns).
Negotiations with cities
Dealing with cities and states is much easier than dealing with civilizations, and you have fewer diplomatic options. Usually you can offer them gold or goods, declare war and make peace. Sometimes they may ask you for something. Read more about this in the “City-States” section.
How to declare war
You can declare war on another power or oud-state on the diplomacy screen, or simply attack one of their units. You can declare war on a civilization by entering its territory (if you do not have an open borders agreement). You can move freely through the territory of city-states. Other states can declare war on you in the same ways.
How to make peace
During war, you can start peace negotiations from the diplomacy screen. The enemy may refuse to negotiate, and then the war will continue. If the city-state agrees to negotiate at all, then peace can be made with it without preconditions. If your opponent is another civilization, then the “price of peace” can be discussed in the exchange window. Payment for peace can be treaties, cities, gold and resources. Your opponent may also offer you peace. We advise you to carefully consider the proposed conditions and not reject or accept them without looking.
25.09.2010, 19:04
Original (http://forums.civfanatics.com/showthread.php?t=382044)
About technological breakthroughs in CiV compared to CIV:
In the top five, this term does not correspond to its meaning. In the four, the breakthrough to liberalism really was such, because you could easily exchange the studied technologies for the missing ones, thus maintaining parity with computers even on the Deity. And in Civilization 5 there is no exchange of technology and the best we can do is to effectively use Great Scientists (GW), miracles and social policies to speed up technological development. Thus, the choice should be made carefully, taking into account the technology tree as a whole. I present a diagram of a technological breakthrough that works on the King. Of course, the strategy can be modified. The goal in this case was to achieve maximum science in minimum time.
Step 1: Technology Potter's Wheel > Writing ASAP. This serves two purposes: specialist scientists and the Great Library (GB). The choice of social policies is small at first. I took Traditions > Aristocracy because I was playing as Egypt and planning to build wonders. Honor is also not bad, even if you don't intend to play for conquest. I recommend building trading posts, especially on hammer hexes such as plains. In this case, their bonus during the Golden Age (GE) will double.
Step 2: Build a VB for Philosophy, and a library (by this time you should already have a second city, but don’t settle too quickly). This will make it possible to conclude agreements on joint research; try to conclude as many of them as you can afford. By any means, win the friendship of the sea City-States, their food will give you the opportunity to feed the Scientists. You can research whatever you want during this time, but be sure to learn the Calendar before the first VU appears. I built Stonehenge, but only because it was cheap. By the end of the game, his culture gave me 2 additional social policies.
Step 3: Study Theology first. This way you will go to the Middle Ages and will be able to accept Patronage, this branch provides wonderful opportunities.
Step 4: Study missed earlier techniques, especially military ones if the international situation is tense. Your next VA should study Education, followed by Acoustics. You can afford Oxford, it's inexpensive. no one will compete with you in building it, so use this opportunity. Acoustics will open the Renaissance and related social policies, if you are interested in them. Agreements on Joint Research will quickly help fill technological gaps; if you’re lucky, you can get a Civil Service, the importance of which at this stage is enormous. If you want your cities to expand like crazy, build Ankor Wat. Even in newly built cities, a new hex was added every 3-4 turns.
Step 5: The rest is pretty straight forward. In this game, high population means high science. Your friends are an alliance with sea GGs and food buildings. As I understand it, building trading posts and buying a GG location is more profitable than farms, especially if you are developing the social policy branch from Patronage. Large gold reserves provide flexibility of use for various needs.
According to the “Literacy” rating around 1200 AD, I was 13 technologies ahead of the leader among computers (Alexander), who had 14 cities and things were generally going well. The key points in this strategy are VU, Joint Research Agreements, WB and Oxford as early as possible for the sake of free technologies. Comparing this strategy with the strategy of rushing each computer with horsemen and catapults, and then turning its cities into puppets, is a completely different story: rolleyes:
Notes:
-Compared to the four, there are few bonuses for the birth of Great People. The Golden Age does not increase their output, nor does the Caste System/Pacifism speed up their emergence. If you keep two scientists in the Library, the third VU will appear after 85 moves.
There are too many "free" things in the fifth civilization. The player focuses on them to make an effective dash, and the comps don't seem to be going after them. Hopefully this will be fixed in a patch or mod.
25.09.2010, 19:32
"If in the top five the push towards liberalism really was such, because you could easily exchange the technologies you had studied for the missing ones, thus maintaining parity with computers, even on the Divine. In Civilization 5 there is no exchange of technologies"
25.09.2010, 19:33
“If in the four, the leap towards liberalism really was such, because you could easily exchange the studied technologies for the missing ones, thus maintaining parity with computers, even on the Divine. In Civilization 5 there is no exchange of technologies”
you're contradicting yourself
25.09.2010, 19:54
to Imperor - what are you saying, the person just made a typo.
to General - actually, you are a rocket wizard! +1:yes:
25.09.2010, 20:17
Thanks, fixed it :)
25.09.2010, 21:07
To Imperor - what are you saying, the person just made a typo.
I just said:.V.:
25.09.2010, 21:18
interesting, I should try it
25.09.2010, 23:00
There's still a lot that's unclear about the Research Compact, but what I can say is that the randomly selected technology will never be the one you're currently researching. This is good. You can try to lure AI into the Treaty for the resources that you bought from it.
I wonder if this works for any technology that has been studied for at least 1 turn, or only those that are in active research?
26.09.2010, 00:18
Oxford, by the way, requires universities in ALL cities, so it is not at all universal.
27.09.2010, 10:39
I tried it and liked it. He quickly jumped to industrialism (went to biology), while computers (the prince) were just crawling into the Middle Ages. Minus - everything else sags very much. Now I’m thinking of holding off on resettlement until the Renaissance in order to immediately take the entire branch of rationalism up to the two freebies (Astronomy-Navigation) and then dig into scientific theory. If you first build everything up with posts (which will pour 1 science), then you should raise a decent amount of money to afford the purchase of everything you need for happiness.
It will take 6 policy adopters, if you don’t settle too hard, then it’s quite possible.
27.09.2010, 12:36
Babylon screamed 8] 32nd move - the first VU from writing, went to philosophy, 55th move - 2 VU (from the Bible bought with money) takes theology, on 56 the great Bible was built - took education. By turn 70 I’m already in a renaissance with acoustics from the third VU. At 79 I slapped an oracle and took the nautical techniques from rationalism. Theoretically, it was possible to take a break here, forget about the oracle and make a few troops or a settler. As a result, on move 120, I have 12-17 moves left before industrial, politics are ready, two cities and a war with Elizabeth, who managed to drain almost all her troops 8]
In theory, Napoleon is also good, it will be a little slower without the free VU, but you don’t have to build an oracle for the latest policy in rationalism.
27.09.2010, 13:26
At 147 I went into industrial and broke off - +5 hammers, it turns out that this is the last policy in the order, there are still 3 apa 8 before it (The freebie didn’t work out. The third settler is being completed, you can see where what resources are, come and take it.
// agreement for joint research. Author Message Reputation: 1277() Date: 5 Oct 2010 06:22:24 I noticed that science after the conclusion is given not “after 30 moves”, but when you break the contract. (often you have to break it off by declaring war). What kind of pattern is this?
![](https://i1.wp.com/cs8.pikabu.ru/post_img/big/2017/05/16/10/149495083719072704.jpg)
Ask questions to make it easier to understand the game. Well, by the way, here’s my first question: a) I’m a little confused about single cities. As far as I understand, you can do the following things with them: 1) Be friends with them (influence from 30 to 60) and receive units after a certain number of moves 2) Be allies with them (influence from 60 and above) even in case of war they will fight with us together for us. 3) Be neutral 4) Be an enemy (influence from -60 to -1) But, if you capture 4 (or after 6, or even 12 (in different parties)) single cities, then when you try to capture another one, all other single cities declare war on me. The question is why? Is there some kind of BB parameter (like in games from Paradox)?
B) Did I understand the game correctly that each hexagon can have one warrior and one worker? Q) I tried to look in the game folders for files responsible for localizing the game, but I couldn’t find it. Does anyone know where they are? I want to start translating the game.
You cannot trade technologies and enter into research agreements at the same time; choose one or the other. - card trading opens after. Civilization Clock (v. 1) - a clock on the top panel so you don't forget about real time. Civilopedia online - research agreement. Thanks to technological progress, civilization is becoming stronger and reaching a new level of economic development. Civilization 5 - discussion of a joint contract. Sid Meier's Civilization 5. Someday this war will end... The puppet will manage the construction itself, share gold and help in research, the invader will have to protect it. If a scientific agreement is signed, then after 20 moves (or how many) it will be possible to open 1 free technology.
Interestingly, unlike previous parts of the series, Civilization 5 does not have the ability to exchange technology with other states. Instead, countries can sign an agreement to conduct joint research, funding scientific research on a parity basis.
(otherwise waiting 2.5 weeks for a translation from 1c is a bit long) d) How can I turn off the playback of the introductory video? And every time I wait for five minutes.
Modified, 06:13:02 by war_dog Editing the title. Tell me, how many moves are there in the game by default? And there are statistics on how many years go by in one move, starting from 4000 BC? For example, from 4000 to 3000 BC. One move seems to be equal to 50 years.
The pace seems to be slowing down. Average speed level. As for the years per turn, yes they change there. Here Register or log in to your account to see the hidden content you can see the discussion of this point The maximum number of moves for each speed is different Marathon = 1500 Epic = 750 Standard = 500 Quick = 330. A few questions: - What does the agreement on joint research between me and another civilization?
I thought that an agreement between an “advanced” and a “lagging” civilization gives more of a bonus to the lagging one, it “begins” to catch up. However, when I get ahead according to science, a lagging civilization offers to conclude an agreement on unequal terms. In addition to the agreement itself, it requires gold, resources, etc. (The initiator of the agreement is a lagging civilization). - What does tourism give? Used several great people to give it tourism? A few questions: - What does an agreement on joint research between me and another civilization provide?
I thought that an agreement between an “advanced” and a “lagging” civilization gives more of a bonus to the lagging one, it “begins” to catch up. However, when I get ahead according to science, a lagging civilization offers to conclude an agreement on unequal terms. In addition to the agreement itself, it requires gold, resources, etc. (The initiator of the agreement is a lagging civilization).
What does tourism give? Used several great people to give it tourism? A research contract gives the same amount of science to both parties. If I'm not mistaken, he adds half the flasks from the amount of science of the power that has accumulated less during the action. Roughly speaking, AAA has 200 flasks over 25 turns, i.e. It will accumulate 5000 flasks, the BSC has 300 flasks, that is, it will accumulate 7500 flasks.
In this case, each player will receive 5000/2 = 2500 flasks after completing the contract. If rationalism is closed or the Porcelain Pagoda is built, then the owner will receive 25% more. With each era, the cost of ND becomes more expensive, so the AI tries to compensate you for the difference in the cost of the contract, demanding additional money or resources. Tourism allows you to win a cultural victory.
For it, you need all your accumulated tourism to be greater than the entire culture of each of your opponents accumulated during the game. Look on the forum for articles about tourism in the “Strategy and Tactics” section; this cannot be explained in a nutshell. I couldn't find a more suitable topic, so I'm asking here. Has anyone encountered anything similar? BNW 1.0.3.70 Random Brazil, continents, standard size, prince, average speed, additionally complete destruction and delayed promotions and institutions.
I chose the Oral Tradition pantheon. On turn 143, on the territory of one of the cities, plantations (6 pieces) stopped producing crops. Near another city, the culture remained. There were no important events before this. What is this and can it be fixed?
3-When a computer contacts me for trade, they always have a problem with money, money can only buy something in the city, soldiers, buildings, workers? 4-Can money be spent on science? 5-With cities, it’s not clear whether it’s necessary to poke barracks, monuments, walls everywhere, or is each city unique and has its own atmosphere, cultural, strategic, military? 6-The computer is asking for money for research, what is it? 7-The power of the city is formed, the computer has about 100 and I have 30-40. 8-I have a city around me, everything is as upset as possible, and there are 10 people in the city, but at the computer, everything is in the forests, one farm, one cow, one stone, and the city blooms and smells, and does not let anyone near it? If I'm wrong about anything, I'm sorry.
Greetings! After playing for a bit, a few questions arose. 1- What does it mean to quickly consume a city and to what extent, so that there is production and the city exists well? 2- Any cell, be it a market, a mine, brings products or money if there is a worker on it, in particular, what to do with the market, the workers propose to poke markets everywhere, on the roads, will money come?
3-When a computer contacts me for trade, they always have a problem with money, money can only buy something in the city, soldiers, buildings, workers? 4-Can money be spent on science? 5-With cities, it’s not clear whether it’s necessary to poke barracks, monuments, walls everywhere, or is each city unique and has its own atmosphere, cultural, strategic, military? 6-The computer is asking for money for research, what is it?
7-The power of the city is formed, the computer has about 100 and I have 30-40. 8-I have a city around me, everything is as upset as possible, and there are 10 people in the city, but at the computer, everything is in the forests, one farm, one cow, one stone, and the city blooms and smells, and does not let anyone near it? If I'm wrong about anything, I'm sorry. 1 - it seems like there is no limit on the number of residents in the city. Although I personally have not yet met more than 60.
“gobble up” as you put it, this means accumulating as many inhabitants as possible in the city. 2 - the cell brings what is depicted on it - food, production, if you have built improvements, then science/money/culture, etc. Of course, you don’t need to listen to what the workers propose to build. Think for yourself what you need at the moment. Although if your city includes desert cells, then it seems like you can’t build anything except trading posts on them. Well, or improvements from great people. Of course, you create them first of all, checking that a resident stands on them.
3 - you can buy resources (strategic lakshars), and you don’t have to buy them for gold, you can exchange them, for example, for some of your resources. You cannot buy buildings/units, but you can, for example, buy a city.
Although, if you play against AI it is easier to overcome it. IMHO 4 - Buy all the buildings that bring science points and maintain them in the future. Conclude agreements on scientific research.
If you are talking about a direct translation of the influx of gold into the influx of science, this is impossible. 5 - Most of what you listed brings useful points - culture, science, etc. Of course, they need to be built, the main thing is to make sure that you don’t go broke on maintenance. You can stop building barracks after you have completed the Heroic Epic.
6 - If I understand correctly, this is what I mentioned above. Agreement on scientific research.
You and the computer give a certain amount for research, after a certain number of moves there is a sharp jump in science. A useful thing, I always spend it with pleasure. 7 - Defensive buildings, the presence of a garrison in the city, landscape (a city on a hill receives a bonus to defense). Maybe something else, I don’t remember now. 8 - I didn’t quite understand “it blooms and smells”. Is the population large? Thank you, poking at the plus sign didn’t work. I squeezed out cities on the computer, in one there is stupid religion, in the other everything is based on science.
Yesterday I was playing with a computer, I don’t know how quickly it is developing, but it is being built much faster, is there an approximate algorithm for the growth of a city and an empire. As I understand it, the first city is a scout, a scout, if there is wheat, a barn, a monument, then a settler, and then roll out miracles in the capital? It all depends on the chosen speed and difficulty of the game. Several development strategies can be viewed in a special section. Register or log in to your account to see hidden content. In general, a question about the well-known lesson on completing the “Rise of the Monoheads” campaign.
I wanted to ask about the most important first point where they advise to capture the city in the first five moves, I rarely play the game and perhaps my question will seem strange, but is it possible for horsemen to enter the city?))))) That is, in order to to capture it, you have to enter it, right?
But in this company there are only horse dudes at the very beginning (and in 5 moves there is no way to make it and get there as a swordsman). Or I misunderstood something. In general, a question about the well-known lesson on completing the “Rise of the Monoheads” campaign.
I wanted to ask about the most important first point where they advise to capture the city in the first five moves, I rarely play the game and perhaps my question will seem strange, but is it possible for horsemen to enter the city?))))) That is, in order to to capture it, you have to enter it, right? But in this company there are only horse dudes at the very beginning (and in 5 moves there is no way to make it and get there as a swordsman). Or I misunderstood something. You can enter the city with horses. Did you really not know this? I have a question about air defense.
How does it work in digital? Either it knocks you down with almost one hit, or you bomb and don’t feel the damage at all (no need to talk about the “evasion” increase, after all, I’m not a complete idiot and I mean the same aviation unit without this bonus). We are talking about the same air defense unit that participated in the experiment.
What does the mysterious "interception" even mean? Is this the counter to increasing "evasion"? Or is this a bonus that increases damage against units bombing adjacent cells? I decided to buy the game on Steam (for now it’s a Russified pirate) I dream of playing 43 civilizations at once, and other civilizations, for example, for the Mughals, but I don’t understand which version to buy, I don’t play in the scenario: Sid Meier’s Civilization V: Brave New World for 649 RUR Sid Meier's Civilization V: the complete edition for 1699 RUR. Brave New World is an addon.
Buying it won't allow you to play anyway. You will also need to buy Civilization 5 itself for 499 rubles. Complete edition is a set that contains the game itself, two addons and all the DLC. During sales on Steam, this set can be purchased with a 50% or 75% discount. And if you buy Civilization 5 itself for 499 rubles.
And Sid Meier's Civilization V: Brave New World for 649 rubles, as I understand it, there will be all the leaders, religion, trade routes, etc., except for the scenarios, or not quite so? Or is it better not to worry and buy Sid right away Meier's Civilization V: the complete edition for 1699 rubles? As for the advice on sales, thank you very much, I’m not in a hurry, I’ll wait. At the moment I have a pirate version 1.0.3.279 + ALL DLS (buffalo and cocoa added) It’s better to wait for the sale and buy the Complete Edition. This is the best option.
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