HPR4465: Playing Civilization V, Part 3
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Playing Civilization V, Part 3
Victory Types
This is a good time to discuss the Victory types in Civ 5. We have
talked about choosing appropriate strategies and that mostly has
to do with what kind of Victory you are aiming for. Now you can
change the objective as the game goes on, so if you realize you
can’t win your original Victory type, you can switch to another.
But success is a lot easier if you make the right choices early
on.
Domination – To win this, you must keep possession of your own
original capital, and capture everyone else’s original capital.
Original capital is the first city founded by each Empire. It
can never be destroyed, but can be captured. Once the original
capital city of an Empire is captured, another city will become
the
current
capital, but capturing that does not count towards victory, and
a current capital can be destroyed.
Science – To win this, build and launch a spaceship to Alpha
Centauri. To build a spaceship requires technologies at the end
of the Technology tree, but you don’t have to actually research
every possible technology to do this. You build the parts in
your various cities, and assemble them in your Capital. Once you
have assembled all the parts, the spaceship will automatically
launch and you win the game.
Cultural – This depends on your culture compared to the other
Empires, and involves the Tourism mechanic. If you attract
tourists from another Empire, your culture will become more
dominant over theirs. There are 6 levels for your Empire
vis-a-vis the others: Unknown, Exotic, Familiar, Popular,
Influential, and Dominant. These are defined by the amount of
tourism you receive from an Empire compared with their own
production of Culture. If the tourism you receive is at least
equal to their own Culture production, you are Influential. And
to get Culture victory you have to be at least Influential with
every other Empire still in the game. The basic source of
tourism comes from Great Works of Art, and Artifacts. Great
Works of Art are produced by Great Artists, and Artifacts are
dug up by your Archeologists once you discover this. Your own
Culture production both defends against tourism of other Empires
(i.e. your own citizens would rather enjoy your culture than
travel to other Empires), and helps to produce the Great Works
of Art. This victory type and the Tourism Mechanic is one of the
innovations in Civ 5 , and carries over and is developed further
in Civ 6.
Diplomatic – To win this, you have to voted in as World Leader
in the United Nations. You can gain votes in several ways.
First, you can liberate the conquered capital of another Empire
and return it to them. That will guarantee that they will vote
for you in the United Nations. Or, and this is most common, you
can ally with City-States and get their vote in the UN. Finally,
if a City-State has been previously conquered by another Empire,
you can liberate it and they will vote for you in the UN. Once
the UN is achieved, votes take place every 20 turns, so if you
fall short on one try, you can try to line up more votes for the
next try, which usually means allying with a few more
City-States.
Time – If no one has won by the above means, the Empire with the
highest score when time runs out will win. In a Standard game,
that is in 2050 AD, and is turn 500. But note that turn 500 is
not a turn when you can make a play. Your last chance to
actually do anything is turn 499.
Terrain
Civilization V changed the game board from squares to hexes, which
was the first big change. But another change makes terrain even
more important in Civ V, and that is that you can only have one
unit per tile. The giant death stacks of units that you could
employ in Civ III and Civ IV are now gone. That means that any
military campaign will mostly be fought on a variety of tiles.
Most of this we will discuss later when we look at the military
and how to fight wars, but knowing how terrain affects your units
in terms of strength and mobility will be a big part of that. So
first we need to know what the Terrain Types are. Of course, the
other reason we need to know this is in terms of where to settle,
where to farm, where to mine, and so on. And special resources are
a modifier, but first we’ll look at the Terrain Types by
themselves. They can be analyzed in terms of their Base
Production, i.e., what they will produce without any improvements
such as farms and mines, Movement Cost, i.e. how many movement
points it takes to move into the Tile, and Defensive Bonus, i.e.
how the strength of your units is modified if they are in combat.
Grassland – Base Production = 2 Food, Movement Cost = 1, and
Defensive Bonus = -33%
Plains – Base Production = 1 Food and 1 Production, Movement
Cost = 1, and Defensive Bonus = -33%
Desert – Base Production = Nothing, Movement Cost = 1, and
Defensive Bonus = -33%
Ocean – Base Production = 1 Food and 1 Gold, Movement Cost = 1
Lake – Base Production = 2 Food and 1 Gold , Movement Cost = 1
Tundra – Base Production = 1 Food, Movement Cost = 1
Snow – Base Production = None, Movement Cost = 1, and Defensive
Bonus = -33%
These basic Terrain Types can then be modified by Terrain
Features, which can be stacked. For example, you could have a
Plains tile with Hills and a Forest.
Hills – Base Production = 0 Food and 2 Production, Movement Cost
= 2, and Defensive Bonus = +25%. Note that the Base Production
for Hills will be 0 Food and 2 Production regardless of the
underlying Terrain Type.
Forest – Base Production = 1 Food and 1 Production, Movement
Cost = 2, and Defensive Bonus = +25%. Note that the Base
Production for tiles with Forests will be 1 Food and 1
Production regardless of the underlying Terrain Type. But
Forests can be cleared by Workers once Mining is discovered.
Jungle – Production effect = -1 Production, Movement Cost = 2,
and Defensive Bonus = +25%. Jungles can be cleared by Workers
once Bronze Working is discovered, and should be.
Mountain – Production = 0, Movement = impassable except for Air
units, and for Carthaginian units once they have earned a Great
General. Defensive Bonus = +25%
River – Rivers run along the borders of tiles. They add +1 Gold.
Attacking across a river reduces your attack strength by 20%.
Crossing a river will end movement for most units unless there
is a road with a bridge.
Marsh – Production effect = -1 Food, Movement Cost = 2. Can be
removed by workers once Masonry is discovered. If you have a
Marsh tile in your city, have the workers remove the Marsh
before you attempt to work the tile.
Coast – These are the water tiles with relatively shallow water
along the coast of a land mass. They are lighter in color than
deep ocean tiles. Coast tiles can be traveled on by early water
units which cannot travel on the deeper ocean tiles. Coast tiles
produce one gold each.
Flood plains – These tiles can be found sometimes along river
banks. They produce 2 food, but can also produce disease
outbreaks.
Oasis – Produce +3 Food and +1 Gold. These tiles cannot be
improved other than to add roads and railroads.
Ice – At the top and bottom of the map are ice tiles
representing the north and south poles. Airplanes can fly over
these tiles, and submarines can go under them, but otherwise
they are impassable
Fallout – Once nuclear weapons have been discovered, you can
have tiles that are covered by fallout. This will reduce food by
3, production by 3, and gold by 3. Movement cost is 2. In
practice this will mean the tile produces nothing. A Worker unit
can clean this up, but it will take time. So until that happens,
you should look for opportunities to move your citizen into some
other occupation until it is cleaned up. And you have to clean
it up before building or restoring any improvements.
Atoll – This tile type was added in a patch with the Polynesian
DLC. It is an ocean tile that produces 1 Food and +1 Production.
Movement cost is 1.
Admittedly, this is a lot of detail to take in, but there are a
few basic rules you might want to keep in mind. First, you don’t
want to settles cities where there are lots of Desert, Tundra, or
Snow tiles. One or two Tundra tiles are OK if there are other
positive features, like access to a luxury resource, but Desert
and Snow tiles are completely useless. Again if there are lots of
desirable tiles available, having one or two Desert or Snow is not
problem, since in most cases you never will work all of the tiles
in most cities. But look for the good tiles. Similarly, Mountain
tiles are not generally useful, however if you are going for a
Science victory they can be handy if you settle a city immediately
adjacent to a mountain, since that will let you build an
Observatory in the city. Observatories cost zero maintenance and
add 50% to the science output of the city, making them very
valuable. Mountains are also handy as barriers to keep away your
enemies. Jungle tiles can also cause disease outbreaks, but
clearing the jungle from the tile will put a stop to that. I will
always clear away any jungle or Marsh tiles within my cities.
Defensive bonuses are also important, but that is better covered
when we get to warfare.
From:
https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-3/
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