Rotate Unit: Rotate a unit with the right mouse button.Move Unit: Whatever function this option had doesn't work anymore.It's possible to place multiple units on a single tile, as well as land units in water and vice versa. Create Unit: Spawn any unit (even unique ones, like the Winged hussar) on any civilization's tiles by right-clicking.Create Farm: Generates a farm on a tile if it is right-clicked.Change Border: Expands (or shrinks) a civilization's borders by right-clicking.Create Road: Creates a maintenance-free road on a tile.Edit Resource: Adds natural wonders, fallout, and resources to a tile.It should be noted that not all improvements will work properly. Edit Improvement: Adds improvements to a tile.Edit City: Changes the appearance/size of a civilization's cities, including ones placed by the Create City function.None of them work properly, however, and only the first one placed has the city name thing above it. Create City: Places a city on a tile if it is right-clicked.They all work by double-clicking on a tile, unless stated otherwise. Pressing Tilde brings up a panel containing various debugging functions.ĭisables or enables the models/sprites of cities, landmarks, units, and so on.Ĭhanges the property of a hex tile (like having been revealed) to a certain player in-game.Ĭontains a variety of functions related to civilizations. This code will also reveal every natural wonder, which can be entered over and over for potentially infinite happiness, and grants the "Marco Polo" achievement (if not already achieved). Pressing Control Z will reveal the entire map, and introduce your civilization to the others (and City-states, if enabled). Freedom works for tall scientific or cultural civs, for example, but if I'm wide, I probably don't want Freedom even if I am scientific or cultural.A simple debugger can be accessed by going into Documents\My Games\Sid Meier's Civilization 5\, opening config.ini, and setting DebugPanel to 1. I pick it based on what gets me where I'm trying to go. I never pick ideology based on what I expect other folks to do. That said, it's easier for some than for others- if you're scientific, you're going to be the first one to have an ideology, and you're also likely to be able to grab the Eiffel Tower, which is usually enough culture to keep things from getting too bad, so your happiness loss due to having the "wrong" culture isn't as painful. I kinda like that- it makes sense to me that you can't really ignore any particular victory condition you have to play defense as well as offense. The AI is definitely enough of a jerk to call up an "embargo you" vote if you don't have enough standing in the congress to stop it. I guess this is kind of like complaining that you need to have strong Science even if you're not going for a space victory, but it does detract a bit from the "choose your way to win!" In practice you need to put in at least 75% on every way (except maybe conquest, and even then you need to maintain an army large enough to discourage every other Civ from declaring war on you constantly) and just a touch more effort to choose the win. Is anybody else kind of annoyed that even if you're not going for the Culture victory you either have to guess what ideology the leader is going to choose or be willing to suffer massive unhappiness or lose your initial picks in whatever ideology you did choose. It is kind of funny how quickly every other civ in the game will declare war on a recalled to life Civ just because they have no army and one slightly beat up city. So you own half of city states and won't give them up? Fine, I'll just make my own! a runaway AI, but just enough military to liberate and return to life some of the civilizations it killed off in the classical era just before the vote comes up. It's really satisfying to not have enough city states on your payroll for the World Congress win vs. An AI opponent isn't typically going to accept deals that aren't in its favor. Something to keep in mind about the Civ V AI: unlike some previous iterations of the game, the AI's designed to play to win too (how good it is at doing that is a different issue, but the intent is there ). One of the more recent patches made the AI much more demanding when trading with a player that's far ahead of them in the game, and you can see stuff like that (or very high demands for research agreements). If they've got two or more and you've got decent relations, you should be able to do one-for-one. Sounds to me like you're asking for their very last one of that kind. It doesn't matter which civ I ask, or what my standing is with them. Is trade diplomacy in this game still broken? Every time I ask for one measly luxury resource in trade, they ask for (and will not accept less than) at least THREE of my luxury resources plus some gold.
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