POPULARITY
This show has been flagged as Clean by the host. In our sample game we look at playing as Austria and aiming for a Diplomatic Victory. And our focus is on puppeting Citty-States, but be I misunderstood and instead of making a Diplomatic Victory easier, it makes it harder. I still managed to get my Diplomatic Victory, but a Science or Domination Victory would definitely have been easier in this scenario. Playing Civilization V, Part 12 A Diplomatic Victory Strategy Civilization V introduced a new Victory type and I thought it might be fun to try this strategy for a sample game to see broadly how this would work. I decided I would play as Austria on Prince level, which means that all players are equal and no one is favored. For my map I chose Fractal, Map Size = Standard, Game speed = Standard. My only Advanced Option was Quick Combat, because I didn't need to see that drawn out, particularly since I plan to avoid combat as much as necessary. My leader is Maria Theresa, and her Austria has a unique ability called Diplomatic Marriage. This allows us to either Annex or Puppet any city-state that has been allied to us for 5 turns with the proper expenditure of Gold. My plan was to use this to Puppet the city-states to control their votes for the Diplomatic Victory, but that was a misunderstanding. I actually implemented one of the hardest ways to win a Diplomatic Victory. But that is what I did. Now to get them to ally with me the most effective way to do this is with cash and lots of it, and of course even more cash to actually effect to Puppeting of them. So my overriding objective in this game is to amass a large Treasury. But of course I cannot ignore my military either, since a weak military invites attacks form greedy neighbors. And I may need to “liberate” the occasional city-state if another player conquers them. Austria also has a Unique Unit, the Hussar, which replaces the Cavalry unit. It can move after attacking, has a flanking bonus, and has one extra movement. And the Unique Building is the Coffee House, which increases the generation of Great People in the city by 25%. So you can expect me to build these in every city as well. With that in mind, I started the game and settled in place, I had Mountains nearby, but also Sheep and Silver within my city, so some useful resources. I immediately started to produce a Scout as my first unit, and sent my Warrior out to explore. In the very early stage I focus on exploring the surrounding area and finding any Goody Huts, i.e. Ruins. My initial city site is not exactly ideal, as it is all hilly with Jungle nearby. After building my two Scouts, my next priority was to build a Worker unit to increase the productivity of my city. And for my first social policy I unlocked Tradition. When I got my second policy I picked Oligarchy, and plan to complete all of the Tradition tree. I cleared out a Barbarian encampment, and then discovered my first City-state, Vilnius. Then I needed to clear out another Barbarian encampment that was blocking me from finishing my exploration. Meanwhile I am focusing on getting techs for sailing the ocean blue, because that is how I plan to get trade routes, discover City-states I can puppet, and so on. Because money is key to my strategy I made a beeline for Currency in the my Science research. And while headed there I completed the Tradition tree. When I can get there I will work on the Commerce tree to maximize my cash, but until then the Patronage tree will let me improve my City-state relations, which is important for improving my relationships with City-states. After all, you need to be allies with them for 5 turns before you can puppet them. I now have three cities, and can probably squeeze out a few more, which should be sufficient to my needs. At Turn 141 I have 6 cities, which is all I will build in this game. I now have the technology to build Workshops, which are the first productivity boosters available, so I set all my cities to building them. For Research my immediate object was to get to Compass so I could build the Galleass, which would let me do more ocean exploration. But to go into deep Ocean I will need to go further to get Astronomy, which will let me build the Caravel which can enter deep ocean. Once I got that I switched to Banking, not just for the money, but as a prerequisite to building the Forbidden Palace, which grants two additional delegates in the World Congress/United Nations. When I get Banking I'll go back to Astronomy, and then Navigation, to advance my seagoing capabilities. By Turn 216 I had gotten Banking and started on the Forbidden Palace. And by luck, just as I got started I got a Great Engineer. I am holding him in reserve in case I need to hurry production, since Great Engineers are the only way to do that in Civ 5. I also picked up Astronomy, which will let me build Caravels to explore the whole ocean. My next research priority will be Gunpowder since it is time to beef up my defenses. At Turn 240 my Caravels started to come out, and I found several new City-States. And since my Treasury is healthy (I started with 6,000 gold, and I'm bringing in 100 each turn), I began the process of puppeting the City-states. Puppeting City-states as Austria Let's look at this in detail since it is important. The requirements are 2 things: Be allied with the City-state for 5 consecutive turns Have the cash needed. This amount is not too much early on, but it rises over time. So, how do you become allies with a City-state? There are a number of things you can do to improve your relationship. You can take on a quest that a City-state has published, which can be things like “Find another Natural Wonder” or “Create a Great Admiral”. These quests pop up continuously throughout the game, and you are free to ignore them, but fulfilling one will improve your relationship. Trade will also improve your relationship, so in this game all of my Trade routes were made with City-states. If you are in a position to have a successful war, you can find a former City-state that was conquered by one of the other Empires, liberate it, and then it will be your ally for the rest of the game. Giving them presents is how I usually do it, though. You can give them units or money. If your purpose is to get allies, money works best. But I do gift units in 2 circumstances. First, if I have obsolete units, giving them away might be better then deleting them. Second, if a City-state is under attack by another Empire. Gifting them units might help them hold out and make life difficult for a rival. The place where all of this is done is the City-state screen which opens up when you click on the bar above the City-state, which is where you handle all of your relationships. At the top of this screen you see your current status, which more often than not will be Neutral, which is how all City-state relationships start out. But you can get them angry by, for instance, moving a unit of your into their territory. If you only do it once, and give them time to get over it, they will go back to Neutral. You can also improve the relationship by pledging to protect them, but be careful. If they get attacked and you do not try to protect them, they will get very angry. Giving a gift opens a pop-up to say what kind of gift: 250 gold, 500 gold, 1000 gold, or a Unit. Note that a Unit is only worth 5 influence points, while 250 Gold is worth 20, so as I said Money is more powerful if your aim is to improve your status with them. So at Turn 242 I found the City-state of Singapore, and it appears that I was the first Empire to find them. So I immediately pledged to protect them. My Influence with them was 20, which is Neutral. We just met, and that is where things stand on first meeting. The be Friends you need to get to 30, and to be allies you need to get to 60. When I clicked Next Turn, I got a Quest from Singapore. They were worried about a Barbarian Encampment nearby, and if I cleared it out I would get additional influence with them. In this case, though, I let that go by. I want to move more quickly, and Singapore is across the Ocean from me. My influence with them at this point was 21, so only a modest increase. But I have 6038 Gold in my Treasury, and I am bringing in 102 per turn. So let's see what a gift of 500 Gold will do. It brings me to 65 influence, so we are now Allies. But when I mouse-over Singapore, the pop-up window reminds me that my Influence will decrease by 1.12 per turn. For an Empire other than Austria this would mean a regular infusion of cash to keep up your status. And I have won Diplomatic victories with other Empires by saving up a lot of cash and dumping it on City-states just before the United Nations vote. But for Austria you have special ability called Diplomatic Marriage that lets you turn the City-state into a Puppet, and that is permanent. But it also presents some obstacles as we will see. We are allies now, but my influence will drop by 1 each turn, and I might lose my allyship before I can puppet them. But I can gift a unit and get another 5, and I happen to have a very obsolete Warrior unit that will serve the purpose. However, it takes three turns for the Unit to arrive, so I lose few more points. At Turn 247 I can now use the diplomatic Marriage option to make a puppet of Singapore. Prior to doing this I was fourth in score with 604, while the leader had 729. My Happiness Level was +25, and I now had 5833 Gold in my Treasury. Then I made Singapore a puppet, and now I am third in the game with a score of 664. My Treasury has fallen to 5258, which means it cost me 575 Gold. But most significant is that my Happiness fell from +25 to +9, which is a huge loss. I have enough gold to puppet 4-5 more City-states at this time but if I did I would have rebellions breaking out and my Empire would eventually collapse. This is the obstacle that Austria has to face. We need to promote Happiness before we go much further with making puppets. Civ is always a game of balances. Links https://civilization.fandom.com/wiki/City-state_(Civ5) https://civilization.fandom.com/wiki/Austrian_(Civ5) https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-12/ Provide feedback on this episode.
I got the Steam Controller, and give my early impressions, as well as bemoan the fact that it can only be used in Steam and not in any other PC gaming content, such as games from Xbox Game Pass or Play Anywhere. Valve is implementing a reservation queue for future shipments of the Steam Controller due to the popularity of the first wave of orders. Nintendo has increased the price of the Switch 2 due to the AI infrastructure roll out - memory and storage is more expensive now than it was when the Switch 2 was initially manufactured. New Xbox CEO Asha Sharma announced that Xbox Copilot for Consoles is being discontinued, so there will not be an AI chatbot added to Xbox consoles as originally planned. Then we take a call from a blind gamer sharing how Civilization V is now completely playable for blind players thanks to a recent mod. Then we talk to Jamie about accessibility and how Dolby Atmos audio works.
This show has been flagged as Clean by the host. In our final look at the game mechanics for Civilization V we look at all of the players and their unique attributes. This helps you to see that certain Empires can be better suited for particular victory strategies. Playing Civilization V, Part 11 The Players By the time you got to the last expansion and all of the DLC, there are 43 possible Empires you can play as. But they are not all alike. Each Empire has a particular Leader, a Unique Ability, and a Unique Unit. In addition most of them have some kind of Starting Bias, and many have a Unique Building or a Unique Improvement. Understanding how to make use of these is important to your strategy. If you let random chance assign you to an Empire, you need to know what kind of strategy will work with that Empire. And if you want to pursue a particular strategy you will want to know how to pick an appropriate Empire to fit strategy. There is a chart that lists all 43 Empires with all of their parameters at the Civilization Fandom Wiki and you might want to bookmark that page for future reference. Also, you want to know what to expect concerning your opponents in a game. Leader You don't have a choice of leaders. When you choose a particular Empire you get the Leader that comes with it. But these leaders are distinct in various ways. To see what I mean, go to the Leader page for one by clicking on the link under the Leader picture. You will see a long list of AI Traits. These describe in numerical terms how competitive the Leader is various ways, how prone to war, which kinds of units it will build, and so on. It is a long list, so your eyes may glaze over, but the significance is that it may give you some insight if this Leader is one of your opponents in a game. This list is how the AI is programmed. There is also more approachable summary under Personality and Behavior, and here is what it says about Pedro II of Brazil: “Pedro will most commonly try for a cultural victory. If he pursues a different victory condition, he is likely to choose a diplomatic one over a scientific or domination victory. Pedro is exceptionally friendly and loyal, and will readily befriend anyone but the most warlike leaders. He is more willing to denounce than to wage war himself, but will maintain a defensive militia comprised of a variety of units. He also has a habit of building a fairly large navy. Fittingly, Pedro's highest priority is the Happiness of his people, followed by the development of his lands and Culture. He will not claim a large territory, but his cities will be highly populated and the land and water around them will be full of improvements. He will sometimes try to build wonders that enhance his Culture and Tourism output. Pedro is friendly toward city-states in his sphere of influence and will often pledge to protect them. He will hardly ever attack or bully them.” Now, the point is that this describes your AI opponent. If you choose to play as Pedro II of Brazil, you can make entirely different decisions from what the AI would do Starting Bias Each Empire will spawn on the map in ways that reflect their Starting Bias, if any. Some Empires (e.g. China, France, etc.) have no Starting Bias at all, which means they can spawn anywhere on the map, though there is programming to ensure that the location is not a disaster, like all Tundra and Ice, or the middle of the ocean. So it will certainly be playable. Still some players like to try 2,3, or 4 times to spawn to see if they can get a good place to start.. For the Empires with a Starting Bias, it can be either positive or negative. For example, the Mongolian Empire has a bias towards starting on plains, which makes sense historically since they came from the plains of Central Asia. The Russian Empire has a bias to start in Tundra, which again seems to fit. The Songhai Empire has a negative Starting Bias, which is to avoid Tundra. The Songhai Empire historically was an empire in sub-Saharan Africa, so this makes sense. And the Siamese Empire avoids Forests. The Roman and Shoshone Empires have no Starting Bias at all, so they could spawn anywhere. This Starting Bias will apply to whichever Empire you choose to play, so if you would prefer to not play with a lot of Tundra, you would de well to not choose Russia. But Russia can do more with Tundra than some other Empire might, so it all balances out. Unique Ability Generally speaking each Empire will have a Unique Ability. For example, the Austrian Empire has the Unique Ability called Diplomatic Marriage, which allows them to spend Gold to annex or puppet any City-State that they have been allied to for at least 5 turns. If the City-State is annexed, it becomes part of the Austrian Empire, but if it is puppeted the City-State technically remains separate but is under the control in some ways of the Austrian Empire. India has a Unique Ability called Population Growth. This doubles the unhappiness caused by more cities, but reduces by 50% the unhappiness caused by increased population. So if you were playing India it is even more important to build Tall rather than Wide. Unique Units Every Empire has at least one, and sometimes two Unique Units. These units replace a normal unit, but are a little better in some respect. They are worth having, but some are more useful than others. And a key factor is when they are available to you. For example, the Celtic Empire gets the Pictish Warrior, which replaces the Spearman. Since the Spearman is generally the first unit you learn to build, it comes very early in the game. So if you were interested in a strategy of early warfare, this might matter to you. The Pictish Warrior is actually weaker than the Spearman in one respect, though, in that it gets no bonus against mounted units. So if you are the Celts, and you are facing the Mongols, you will have a problem. But the Pictish Warrior can pillage without any movement cost. Normally when you use a unit to pillage it ends your turn, but the Pictish Warrior could pillage and then move if it still had movement left. And the Pictish Warrior also has the Foreign Lands Bonus, which gives it a 20% bonus when fighting outside of Celtic territory. And finally the Pictish Warrior gets a Faith bonus when it kills an enemy unit, equal to 50% of the killed unit's strength. The American Empire is one that has 2 Unique Units. One is the B-17 bomber, which replaces the regular Bomber. It comes with 2 promotions (Siege I, and Evasion), and is slightly stronger (70 vs. 65). The problem with this is that it comes so late in the game that it is hard to see what good it will do you. If you are pursuing a Domination strategy you should have already gone most of the way to conquering the world before you actually get the B17. The other Unique Unit the Americans get is the Minuteman, which replaces the Musketman. It comes with a Drill I Promotion, ignores Terrain restrictions, and earns points towards a Golden Age. This is more useful than the B17, but not useful enough to push you towards a Domination victory. But since you need good units for any strategy, if only for defense, it is worth having. Personally, if I was playing as the Americans I would rather go for a Science victory. Unique Buildings/Improvements The last parameter for these Empires is the possible Unique Building or Unique Improvement. Some Empires, such as the Byzantines or the Japanese, do not have one, but they can be useful. For example, the Portuguese Empire has a unique building called the Feitoria which has the interesting property of being built outside of Portugal's territory. The Feitoria, which becomes available once you discover Navigation, can be built in the territory of a Coastal City-State on a Coastal Land tile that has no resources on it. It has three properties: Portugal gets one copy of each Luxury Resource the City-State has. This is great for either increasing Happiness or as something that can be traded with other Empires. +50% defensive strength for any combat units on the tile. Pillaging the Freitoria constitutes an Act of War against Portugal, which means Portugal gets no penalties for going to war. Another example is the Dutch Polder, which can be built on any Marsh or Flood Plain tile. It gives +3 Food, and once you discover Economics it will also yield +1 Production and +1 Gold. Summary Studying the chart of the Empires can help you in picking strategies for the Empire you are playing, or help you to pick an Empire that is well suited to the strategy you want to try. And knowing how the AI is programmed for other Empires helps you to know what to expect in your game. But here are some suggestions. Note that you can win with any Civ, but these are ones that lend themselves to a particular strategy. That said, I usually let the game give me a random choice and then formulate my strategy when I see what I get. Domination Germany Japan Rome Songhai Mongols Science Babylon Korea Poland America Culture Brazil Polynesia Poland France Diplomatic Greece Arabia Portugal Links: https://civilization.fandom.com/wiki/Civilizations_(Civ5) https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-11/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we three key ideas: Great People, Trade, and Empires/Civilizations. Playing Civilization V, Part 10 - Great People Gaining Great People You earn Great People by accumulating Great Person Points (GPP). Each type of Great Person has its own type of GPP, and they are earned independently, so you can easily accumulate points for several different types of Great People at the same time. You can earn these points through specialists, through Wonders, and through Social Policies. While you can accumulate points towards any and all Great People, you should focus on ones that fit your game strategy. If you are going for a Domination victory, you should focus on Great Generals and Great Admirals in preference to Great Artists and Great Musicians. But if you are going for a Culture victory you might want to reverse that. That is not to say you won't gain a few random other Great People along the way, just that you should know what you are trying to achieve. And Great Generals and Great Admirals are a little different in that you earn them by winning battles. Types of Great People Great Artist – Can start Golden Age, or create Great works Great Musician – Can do Concert Tour (+Tourism), or create Great Works Great Writer- Can write a Political Treatise (+Culture), or create Great Works Great Engineer – Can hurry production (including Wonders). Can create Manufactory Great General – combat bonus to units within 2 tiles, or steal land when creating a Citadel Khan – Unique to Mongolia, replaces Great General, moves faster and heals adjacent units, and can create Citadel Great Merchant – Trade Mission (+Gold and +Influence with a city state). Create Customs House Merchant of Venice – Unique to Venice, replaces Great Merchant. +100% Gold and +100% Influence from Trade Mission, or can puppet a City-State. Can create Customs House Great Scientist – Can Hurry Research, or create Academy Great Admiral – Combat bonus to naval units within 2 tiles. Can repair adjacent naval and embarked units Great Prophet – Can Found or enhance Religion, can spread Religion, or can create Holy Site Every type except Great Admiral can create something, but that uses up the Great Person. And the main action for each also uses up the Great Person (e.g. do a Concert Tour, Hurry Production, etc.). So you need to consider which one works best for you. As a general rule, compare which option pays off the best. For example, if it is early in the game and you get a Great Scientist, creating an Academy will give you science points per turn that will pay off over the whole game. But once you hit the mid-to-late stages the one time hit of science points from Hurry Research makes more sense because you don't have the time left for the per-turn bonus from an Academy to add up. And if there is a key Wonder you need to make your strategy works, keeping a Great Engineer on hand to hurry it up can pay off very nicely. This is the only way to Hurry Production on a Wonder. Trade In Civilization V, the amount of Gold you earn from terrain is much lower, so the path to a full treasury requires that you set up Trade Routes. You have limited number of Trade Slots available, but that limit grows over time. You can earn slots two ways. The first is through discovering techs: Ancient Era: Animal Husbandry, Sailing Classical Era: Engineering Medieval Era: Compass Renaissance Era: Banking Industrial Era: Biology Modern Era: Railroad Atomic Era: Penicillin So just from keeping up your research you can get up to 8 Trade Routes. In addition, the Wonders Colossus and Petra each provide an additional Trade Route. You can establish trade route with your own cities, with City-States, and with other Empires. Trade routes are always city-to-city, and are limited by distance, so it can make sense sometimes to move your trade unit to a different city. The city that produced the unit will always be where it shows up first, but you can make a move on its first turn to transfer the unit to another city, though note that Cargo Ships can only be placed in coastal cities. This can bring a desired destination city within range. Note that for land units (Caravans) you can increase the range by building roads. Effects of Trade Trade is generally pursued for the gold, but there can also be Science, Culture, and Religious effects, so it is worth paying attention here. Even if Gold is the main object, you may have several options that provide equivalent amounts of Gold, and a potential gain of Science or Culture might be the tie-breaker, depending on your strategy for victory. If you establish a trade route with a City-State, you can receive Gold, provide religious pressure to convert them to your religion, and gain influence with them, This can be very helpful if you are going for a Diplomatic Victory, But I would not accept a large difference in Gold just for that minor Influence gain. You can gain far more influence with Gold in long run. Setting up trade between your own cities can be helpful in giving a boost to a city because you can send Food and Production. In the earlier phases of the game that might be a good idea to get a city up to full development. The city where the route originates does not lose Food or Production, but some added amount shows up in the destination city. However, for Food trade to happen you need to have a Granary in each city, and for Production you need to have a Workshop in each city. Plundering Trade routes can be plundered by Empires you are at war with, or more often, by Barbarians. When that happens, the route disappears, and you need to build another trade unit and set up another route. Empires/Civs There are 43 possible Civilizations in Civ 5, so I don't propose to discuss all of them in depth here, but if you want to dive into this more you can go to the Civ Wiki for a chart that shows them all. Instead, I want to discuss why they are different and how you should make choices depending on the Victory type you are choosing. Of course, if you let the game make the choice for you randomly, knowing what each Civ is good for can help you to determine what type of strategy to pursue for your best chance of a victory. The first thing to know about each Civ is that they have a starting bias for where they will spawn at the beginning of the game. This can be either positive or negative, i.e. you are either more likely to spawn in certain terrain, or less likely to spawn in certain terrain. England, which is a naval power, will be biases to spawn on the Coast. Whereas Egypt, a famously desert country, will have a negative bias to avoid Jungle or Forest locations. Second, all Civs have one or more Unique Abilities. For example, the Carthaginians have two abilities that come from history. The first is Phoenician Heritage, which means that all Coastal cities get a free Harbor. And once they have earned a Great General, their military units can cross Mountain tiles, and they are the only ones that can do this. And the French have the City of Light ability, which grants doubled theming bonuses for Museums and wonders that are in the Capital. Third, each Civ has a Unique Unit. These units replace one of the regular units in the game, but are enhanced in some way. Spain has two of these. The first, the Tercio, replaces the Musketman, but it has a +50% bonus against mounted units and an increased Melee strength, making it a combination of Musketman and Pikeman. The other unit, the Conquistador replaces the Knight, but it has some interesting abilities. It can move after attacking if it still has movement points, embarked units have double defense, it can see two tiles further, and has no penalty when attacking cities. Finally, the Conquistador unit can be use to establish a city, though that uses up the unit. Finally, most (but not all) Civs have Unique Building or Improvement. As with units, these tend to replace ordinary buildings/improvements but offer something better. Arabia, for instance, has the Bazaar, which replaces the Marketplace. But it provides an additional 2 Gold per turn more than the Marketplace, it adds one additional copy of each improved luxury resource near the city, and provides +2 Gold for each Oasis and each source of Oil. What you need to consider is how each of these unique attributes of a Civ will fit in to your strategy. And timing matters. The American Unique Unit of the B-17 Bomber is nice, to be sure, but comes very late in the game. It probably won't help you conquer the world. But the Roman units of the Ballista and the Legion are excellent for an early campaign of conquest. For a Trade-oriented strategy, Portugal is excellent, as all of its Unique attributes help with generating Trade and Gold. And Gold is the key to many possible paths to victory. So keep these points in mind as you plan your strategy. And to illustrate all of the things we have been discussing in the Civilization V series, I will play a game where I aim for a Diplomatic Victory. Links: https://civilization.fandom.com/wiki/Great_People_(Civ5) https://civilization.fandom.com/wiki/International_trade_route_(Civ5) https://civilization.fandom.com/wiki/Civilizations_(Civ5) https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-10/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine a new feature in Civilization 5, City-States. These are independent cities controlled by the computer that are also players to some degree in the game, and you can interact with them. And they are key to winning a Diplomatic Victory. Playing Civilization V, Part 9 - City States This was a newly introduced feature in Civ 5, and they play an important role in the game. They represent the small countries that are not running the world. They do not produce Settlers, so they do not expand beyond the one city, though that city can, and will expand its borders in a similar way to how your cities can grow. They do not start with a military unit, but they can produce military units and defend themselves. They can also build buildings in the city, but not Wonders. They do have a single vote each in the World Congress (or later the United Nations), making them a key to a Diplomatic victory. City States start out neutral with regards to the players, but your interactions with them can affect how they feel about you. For example, if you send units through their territory they will get hostile, but if you give them gifts they will get friendly. And if you wish you can go to war with them and take them over. This will affect your diplomatic relations with other players and other city states, but if you have decided on a war of conquest as your victory type, that won't matter to you, right? As mentioned, if you want to go for a Diplomatic victory you want to be allied with as many of them as possible to get their votes in the World Congress or the United Nations. But even if you don't need their votes, there are other benefits from friendly relations. There are two levels to friendly relations: Friendly, and Allied, and the benefits get better as the relations improve. City State Types With the expansions there are 5 types of City State: Militaristic, Maritime, Cultured, Mercantile, and Religious. The benefits you get are: Militaristic – If you are friends the city state will periodically gift you a unit, which will appear in your city which is closest to the city state. If you are allies the units will show up more often. Maritime – If you are friends they will add two food to your Capital city. If you are allies they will add one more food to every city you have. Cultured city states share their culture with you, at one rate if you are friends and at double the rate if you are allies. Mercantile city states give you an added 3 Happiness when you are friends. If you are allies you keep the added happiness, but in addition get access to a luxury resource that cannot be obtained any other way, and that also adds Happiness. Religious city states give you a one-time bonus of Faith when you first meet them, then provide added Faith per turn. Note that Cultured and Religious city states increase the amount of Culture or Faith they provide with each new era, so the earlier you develop your relations with them the better the benefit. Managing Relations With City States There is a mechanism in the game which keeps track of points to define your relations with city states. On this numerical scale, Neutral has a value of 0, Friendly 30 or above, and Allied 60 or above. In the other direction, once you go into negative numbers they become Angry, if if you go negative enough it becomes War. A city state can only ever have one ally. If only one player has more than 60 influence points, that player will become the patron of the city state and they will ally to that player. If two or more players have more than 60 influence points, the player with the most points gets the ally. As the game goes on, you may get a message that a city state you had as an ally has suddenly allied to someone else. This is the result of the other player gaining influence points in some way, often by gifts. You can also gain influence points by promising to protect a city state, but do this with your eyes open. If you do not follow through on your promise it will enrage the city state and you will lose a lot of influence with them. Your influence with a city state has a natural resting point at 0, or Neutral. That means that barring other factors, a positive number will fall over time, and a negative number will rise over time. So if you sent one of your units through their territory they will be angry for a period, but if nothing else happens they will return to Neutral. But on the other side, you don't stay allied with them forever unless you find ways to keep adding influence points. One way is to eliminate barbarian camps near to the city state. In fact, this is one exception to the rule about sending units through their territory. If you are doing it to attack the barbarians, you are seen as a protector, not an invader, and there is no penalty. Another way to gain influence is by completing a quest from a city state. Each city state you are in contact with will periodically give you a quest, and if you fulfill it you will gain influence points. This can include killing a barbarian camp or killing nearby barbarian units (though you can do that at any time, you don't need a quest). Some others include acquiring a Great Person of a certain kind, building a certain World Wonder, bullying another city state, finding a Natural Wonder, and so on. You do not need to fulfill a quest. For example, if your strategy calls for allying with other city states, you might want to pass on bullying another city state. There is no penalty for not fulfilling a quest, just a bonus when you do fulfill one. Another way to gain influence is with gifts. The most effective is Gold, and one large sum is more effective than several small ones. For a Diplomatic victory strategy, you should plan on having a large Treasury as you approach the end game so that you can buy allies in time for the crucial vote. You can also gain a small amount of influence points by gifting units. I make it a practice to do this whenever I have units that I don't want any longer. These could be obsolete units that have no upgrade path, for instance. I don't want to pay maintenance on them as that is a drain on my Treasury, and I could just delete them, but gifting them to a city state gives me a small amount of influence. Another way to get a big jump in your influence with a city state is to capture and then a return one of their Workers. Most often this happens when a barbarian has captured the Worker, and then you capture it. You have the option of keeping the Worker for yourself, and in the early game I would probably do that because the Worker is so valuable. But at a certain point I have enough Workers, and getting the 45 influence points for returning it starts to be more effective. Remember that you have to keep earning influence points to keep up your relations, so even if you get an ally of a city state for a few turns. it will naturally decay back to Neutral. By around the middle of the game if you playing well you can start to invest the resources needed to maintain your relationships. City States and War If you are allied with a city state and you get into a war with another player, a city state you are allied with will join you in the war. Of course, the same is true for the other player, so the war between the two players could also involve 3-4 city states dragged in as allies. You cannot make peace with a city state while it is allied to a player you are at war with. You have to first make peace with that player (or wipe them out if that suits you). However, if you can get more influence with that city state and supplant the other player you can get that city state to ally with you can turn around and attack your enemy. Generally a large cash gift can do this, once again showing the utility of a fat Treasury. Exploration You cannot have diplomatic relations with a city state you haven't met, so this reinforces the idea that you have to explore the map as soon as possible. Of course, you have to balance this with other priorities, such as expanding your cities and defending them, but finding the right balance is what all the Civilization games are about. On most maps this means you should be giving some attention to developing your naval power and technologies. There seems to be a bias to city states being coastal, and in many cases they are on small islands. Of course there are a number of motivations for exploring the map. First of all, you need intelligence of what you are up against with the other players. And unless you are on a very large land mass, you will want to find added lands for settlement. Finding Natural Wonders adds to Happiness in your Empire, so finding them all is important. And last, the unexplored sections of the map have a strong tendency to spawn barbarian units against you. Early on you cannot traverse Ocean tiles and need to stick to Coastal tiles. The unit here is the Trireme, which you can build once you discover Sailing. I will usually build 1-2 Triremes in a coastal city to go around the coast of the land mass I am on and scout out the situation. If another land mass or island is sufficiently close I can cross to it without entering an Ocean tile and extend my exploration. But to really explore the whole map you need to get to Caravels. This Renaissance Era unit becomes available when you discover Astronomy, and is essentially a naval scouting unit. It can enter Ocean tiles. Links: https://civilization.fandom.com/wiki/City-state_(Civ5) https://civ-5-cbp.fandom.com/wiki/Detailed_Guide_to_Diplomacy https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-9/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine several related topics: Diplomacy, Spies, and Religious Pressure. They are all ways to interact with other players without the force of arms being involved. And we will discuss the Diplomatic Victory, which is a new victory type added in Civilization V and can be fun to play. Playing Civilization V, Part 8 - Diplomacy Other Players With other players you have a relationship based on their approach to you. They are: Neutral – This is not Friendly nor is it Hostile. Trades you make with them will be fair from their point of view Friendly – They like you, and will accept requests from you more often. Trades will be slightly in your favor from their point of view. Afraid – This only happens if you have a a very substantial advantage in strength, so this is rare. They will readily accept requests from you, and trades will be in your favor Guarded – They are suspicious and defensive, and will be more likely to be unfriendly. Trades will be harder to achieve, and favor them rather than you. Deceptive – They will pretend to be friendly, but they are plotting against you. They may bribe other players to declare war on you. They will not accept requests for help, and trades will be hard to achieve. Hostile – They hate you, and are completely open about it. Trade deals, if you can get them, will be heavily against you. War – This means they have decided to go to war with you. But they need the right conditions, so they may pretend to be Friendly, Neutral, Guarded, or Hostile while they wait for those conditions to mature. These are not set in stone, as you can modify how the other player feels towards you by your actions. If you have friends in common that will improve your relationship, or if you have enemies in common. Agreeing to their requests will also improve things. But if you cannot agree, just say so. The worst negative modifier is when you agree to do something, and then do the opposite. Saying no is also negative, but not as bad. Finally, remember that negatives will erode over time if they are not reinforced. If you want a very detailed look at the mechanics and details of this, check out https://civ-5-cbp.fandom.com/wiki/Detailed_Guide_to_Diplomacy. City-States City-States are also important diplomatic partners. We'll cover all of the benefits in a different section, but here I want to focus on how they enable the Diplomatic Victory. At a certain point the United Nations will be born out of the World Congress, and when this happens a Diplomatic Victory is possible. This will occur when any player reaches the Information Era, or whenever half of the players have reached the Atomic Era. Diplomatic Victory requires that you get the votes of a certain number of delegates to the United Nations. Each player gets delegates based on their population, and there are also some additional delegates you can earn, such as through building the World Wonder Forbidden Palace which gives you two additional delegates. Anyone planning for a Diplomatic Victory should consider building this Wonder as mandatory. But each City-State gets one delegate, and if you are allied with them their delegate is yours. The mechanics of City-State relationships is that they love gifts, and cash is always the best. So anyone planning a Diplomatic Victory would be well-advised to focus on building a large Treasury. You will know when a World Leader vote is coming up in the United Nations, and can make cash drops on any City-States that are not already allied with you before the vote. But watch out that another player doesn't do the same thing after you and snipe away some of your allies. Also, you can place your spies in City-States to rig elections, and that is another way to get them to ally with you. Spies and Espionage Spies are simply awarded to you whenever any player enters the Renaissance Era. After that you receive another spy each time to advance to another Era. So you can in general have as many as 5 Spies, but if you build the National Intelligence Agency you get one more. This is a National Wonder, and should be a mandatory build if you are going for a Diplomacy victory. And England starts with 1 extra Spy, so if you play as England you could get as many as 7 Spies. Spies can be used for offense or defense. If you station one of your spies in one of your cities it can operate as a counter-spy, and may thwart or even kill an enemy spy. If you are well ahead in technology, that might be a good use, since other players will be trying to steal your tech. But if you are behind, you might want to use your spies to steal tech from other players. You may be successful in this, but the theft does not go unnoticed, and other player may use one of his spies to counter your operation. If you spy is killed, you will get another one in 3-5 turns, but if your spy was a high-rank spy with promotions, that is a serious loss, so you may want to move that spy elsewhere for a while. Diplomats When you assign a spy to the capital of another player you can designate them as a Diplomat. They will take a few turns (depends on game speed, but around 6 turns on normal speeds) to get set up. This is called “Making Introductions”, but the point is that if you need an effective diplomat, don't wait until the last minute. Diplomats can be useful in several ways. Early on, they allow you to trade votes in the World Congress. And they will bring you intelligence about intrigues, and you can then share that with other players. And it can also give you a view of the other player's City Screen. Once you have researched Globalization your Diplomats can help with a Diplomatic Victory because each one counts as one additional vote in the United Nations for World Leader. You can change a spy into a Diplomat and vice versa just by moving the Spy/Diplomat from its current location to another location, which will trigger the ability to change the job assignment. This means that when you first get Spies, and they cannot yet be used to get additional Delegate votes as Diplomats, you can assign them to City-States, where they can help you get alliances. Then as you start to research Globalization, move them to the capitals of other players and turn them into Diplomats. This of course assumes you want to win a Diplomatic victory. If instead you are going for a Science victory and are ahead in Science, it is probably best to station them in your own cities to do counter-intelligence work. If you are ahead in Science, other players will be trying to steal tech from you. Religious Pressure If you have researched all of the Piety Social Policy Tree, you will have option to choose a Reformation Belief to add to your religion. One of these, Underground Sect, allows your spies to exert religious pressure against the city they have been sent to. However, this effect is fairly small. If there is not a Follower of your religion in the city, it seems to do nothing. But in combination it can flip cities to your religion. Start by sending in a Missionary to spread your religion, then your spy can add to that. And you should also combine that with a trade route to add additional religious pressure. And by gradually moving your spies, missionaries, and trade routes from city to city, you can make your religion dominant in a region. Diplomatic Victory This can be a fun way to win, and I have done it. If you want to get a leg up, start with a Civ that gives you advantages, such as Greece or Venice (although my last diplomatic Victory was achieved with Ethiopia, which is generally regarded as a military/domination Civ. You can win any victory type with any civ, and it can be fun to “play against type”). Greece gets an advantage from relations with City-States, which are key to a Diplomatic Victory because each one gets a vote for World Leader. And Venice is interesting because you cannot build settlers. But you can use cash to puppet City-States, and you can purchase units in puppeted City-States as well. Cash is king in the Venice strategy, and you will want to get as many Trade Routes as possible. The first two should send Food to Venice to help boost your population. Since you will only ever have one city as Venice you will want to max it out. All trade routes after that should focus on cash. Use your cash to purchase or upgrade military units, and employ a defensive strategy. You want enough military to deter any aggression against you, but you should avoid making any hostile moves against others if possible. Remember, this is a strategy for a Diplomatic Victory. If you want to go to war, don't choose Venice. Instead choose one of the Domination Civs, like the Zulus or the Mongols. Links: https://civ-5-cbp.fandom.com/wiki/Detailed_Guide_to_Diplomacy https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-8/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine the topic of Science and how to win a Science victory. This is something that has been in Civilization from the very beginning, but in Civilization V there are some changes worth addressing. Playing Civilization V, Part 7 Science In most respects this is not all that different in Civ 5. Most of the techs are the same, there is a tech tree that is pretty similar, and you need to keep up in Science for any victory condition you are seeking. You may want to just beat your enemies into submission, but if you are using Chariots while they have Tanks, you aren't going to have success. But also it is obvious that if you are going for a Science victory, you need to really focus on this. So many of these tips should be followed for any victory condition, but should be mandatory if you are going for a Science victory. The mechanics of researching technologies is that you have to accumulate a certain amount of Science to discover a new technology, but this amount goes up over time, so you have be continuously looking to increase your output of Science to keep up. for instance, one of your first Techs would be Pottery, which has a cost of 35 Science. But in your Capital city you get 3 Science from your Palace, and let's say you have a population of 2, so you are generating 5 Science per turn. That means you will research Pottery in 7 turns. But the Education tech costs 485 Science, Astronomy costs 780, Scientific Theory costs 1650, Plastics 4700, and Particle Physics 6000. These are all key techs to advance your Science to a Science Victory. So you can see that you need to be continually increasing your Science. To start with, Population=Science. You get one Science for every one point of population. That does not, however, mean that you need to have a lot of cities to get there. 4-5 well developed cities are quite sufficient, and adding more cities can cause Unhappiness problems. Since higher population itself can cause Unhappiness there is no good reason to add to the problem. Buildings The next boost you can give to Science is by building city improvements. The first, which comes early in the game, is the Library, which is available once you research Writing. A Library boosts the Science output of a city by one Science for every two citizens (roughly a 50% boost, rounded down), so building those early pays off. Because advancing through the tech tree is a process of accumulating Science, the earlier you can get these boosts the better. The other population-based boost is the Public School (available when you research Scientific Theory), which also boosts Science by one for every two citizens, and also offers a Specialist slot for a Science Specialist. And since more population means more Science, the Granary (available when you research Pottery) is a good building because it helps to grow your population. There is one other building worth mentioning which is the Observatory (available when you discover Astronomy). It doesn't depend on population, but on location. You have to have a city that is located directly next to a Mountain to build this, but it adds 50% to the Science output of the city. Mountains are otherwise useless (unless you are the Incas), but if you want a Science boost and happen to see good location (the ideal spot is an isolated mountain that is not part of a mountain range so you don't lose farming and mining production) this can be great boost. Scientist Specialists You can at a certain point take some of your citizens out of the farming and mining and turn them into Specialists, but you have to have a slot for them, and those slots come in buildings as well. We've already mentioned Public Schools providing one slot. Universities (available when you discover Education) provide 2 slots, as well as boosting the city output of Science by 33%. The other Science building, which comes late in the game, is the Research Lab (available when you discover Plastics) which adds another Specialist slot, plus 4 Science, and then adds 50% to the Science Output of the city. It comes too late to help much in most of the Tech Tree, but is essential to research the Space techs, which are very expensive. Wonders The first one to try for is the Great Library. It gives you a free Library in the city, +3 Science per turn, and a free tech. Use the free tech to get an expensive tech like Philosophy. Oracle provides 1 Great Person Point per turn towards a Great Scientist. Hanging Gardens provides +6 Food per turn (boosting your population), and a free Garden which boosts your Great Person Points by 25%. Leaning Tower of Pisa increases your Great Person Points by 25% in all cities, plus a free Great Person of your choice when you build it. Porcelain Tower gives you +50% from Research Agreements, plus a free Great Scientist. and Hubble Space Telescope provides two Great Scientists, a free Spaceship Factory in the city where it was built, and +25% production for spaceship parts. All of the above are World Wonders, which means you are in competition with other players to build them, and only one player can be successful in each case, so you won't get them all. You can sometimes rush a World Wonder by “chopping”, i.e. using your workers to cut down Forests for added production, but you need to have high production cities to build Wonders in general. There is one National Wonder to focus on, though, the National College. Every player can build their own version of any National Wonder. The National College can be built only when you have a Library in every one of your cities. Your strategy should be to build it as soon as possible, so don't build more than 3-4 cities before you get to this. It gives you +3 Science, plus an increase of 50% in the Science output of the city you build it in. Great Scientists As you work on your Science you will accumulate Great Person Points towards getting a Great Scientist. Some wonder produce Great Person Points, and all of your Science Specialists produce Great Person Points as well. As these add up you will suddenly see a Great Scientist appear. In the early game, the best thing to do is use this Great Scientist to build an Academy. Move the GS to any tile within your city and create the Academy there. It will yield at least +8 Science, bu there are also modifiers that can add to that. The alternative which is better later in the game is to use the Great Scientist to get a free Tech discovery. The reason is that early in the game that +8 Science is very significant, and it can accumulate over time. Combine that with things like an Observatory and a University that increase the city output and it can add up nicely over time. But by perhaps the Medieval Era, and certainly the Renaissance Era, you start running out of time for that accumulation. Meanwhile, the techs have gotten so expensive that a free Tech is the better option. Research Agreements These become available once you research Education. You have to have a Declaration of Friendship with the other player to create one. You each put a certain amount of gold into the pot to fund the research, and after a period of time (usually 30 turns) you each get an amount of Science from it. The way it is calculated is based on the partner that produced the least amount of Science during the agreement. From a science standpoint if you are ahead in Science it probably won't benefit you to enter into the agreement. But it does build your relationship with the other player so I wouldn't avoid them altogether. If you are behind in Science it can help you, of course. Policies and Ideologies Given that you should probably be building tall (4-5 cities) instead of wide (8-12 cities), it makes sense to start out with Tradition instead of Liberty. But once you get to the Renaissance you will want to enable the Rationalism tree to maximize your Science. When you get to Ideologies, you have a choice to make. Ignore Autocracy as that is not a Science-oriented choice. If you have 3-5 cities, Freedom is the best Ideology because Specialists require less food (Civil Society), and have reduced Unhappiness (Universal Suffrage). With a wide strategy (more than 5 cities) Order starts to look better. Getting Worker's Faculties will give +25% Science from every Factory. Exploration and Techs Exploration is generally a good idea for a variety of reasons, but one to focus on here is the effect of meeting other players. In the first place, if you find other players who have researched techs you do not yet have, you can trade for them. You do this whenever possible. Remember, the other players will all be trading with each other anyway, so if you don't participate you will simply fall behind. If you have a nice tech and can trade it to just two other players, you will jump up two techs along the tech tree, and that can be huge. If you hold onto it as a secret, some other player will research it, and they will trade it and get that boost instead. So trade whenever you can. Another advantage is that when you discover that another player has a tech you don't have yet, your cost to research it goes down. Trade This is the next Science boost we will cover. when you set up a trade route with either another player or a City-State, one of the benefits can be an increase to your Science. The main benefit of trade routes is money, at least the way I play, so I will always start by looking for the best addition to my Treasury, but if I can choose between equivalent monetary rewards but one trade route offers more Science I might prefer that if I am going for a Science victory. Choosing an Empire There are many Empires you can play, and some of them are oriented to a Science victory. The two obvious choices are Babylon and Korea. Babylon gets a free Great Scientist when you discover Writing, which is very early, so you should use it to put down an Academy. And it earns Great Scientists 50% faster. Korea's advantage comes from +2 Science from all specialists and from all Great Person tile improvements, plus you get a tech boost each time a Science building or wonder is built in the Capital. Of course, you can win a Science victory with any Empire if you are careful about leveraging your Empire's strengths. For example, Venice and Portugal can rake in the gold in huge amounts, and you can buy a lot of stuff that way. Or with the Celts you generate a ton of Faith, and that can be used to buy buildings and Great Scientists with the right Social Policies. Conclusion This is just a quick overview of the Science path, and there is always more to learn. If you really want to dive into the Science options and get a Science Victory, the Civilization Fanatics site has a pretty good strategy guide at https://forums.civfanatics.com/threads/science-victory-guide-any-difficulty.530940/. Links: https://forums.civfanatics.com/threads/science-victory-guide-any-difficulty.530940/ https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-7/ Provide feedback on this episode.
Fredrik och Poki ger forna år en match, när de ska samsas om dåtidens bästa spel. Detta ÄR "Retro GOTY!".Dags för retrospel - eller vad nu 2010-talets spel är?! Upplägget är som vanligt; Vi lyfter först våra personliga topp tio spel för året i fråga - denna gång spelåret 2010! Därefter gör vi den titulära RETRO GOTY:n.Vilka är spelen som hamnar i vår gemensamma "Game of the Year" á 2010? Lyssna och lär kära lyssnare!Exempel på spel som tas upp:3D Dot Game Heroes,Assassin's Creed II (PC),Bayonetta,Bejeweled 3,Bioshock 2,Castlevania: Lords of Shadow,Civilization V,Dante's Inferno,Deathsmiles,Demon's Souls,Fallout: New Vegas,God of War III,Heavy Rain,Just Cause 2,Last Rebellion,Limbo,Mass Effect 2,Mega Man 10,Metro 2033,Red Dead Redemption,Splatterhouse,StarCraft II: Wings of Liberty,Super Mario Galaxy 2,Super Meat Boy,Supreme Commander 2,White Knight Chronicles,Xenoblade Chronicles,Dessa och många många fler (obs! Vi spoilar inte de som ligger i våra personliga topplistor ovan!
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine the topic of War and Combat. This is a complex topic, and we are just hitting the high points here, but we also provide a link to the War Academy for furhter study. Links: https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-3/ https://civilization.fandom.com/wiki/Promotions_(Civ5) https://forums.civfanatics.com/forums/civ5-war-academy.451/ https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-6/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine the topic of Wonders and related Special Projects, and consider how this should affect your strategy. Links: https://civilization.fandom.com/wiki/List_of_wonders_in_Civ5 https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-5/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine the topic of Faith and Religion. Links: https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-4/ Provide feedback on this episode.
We filmed this episode back in May, before Bree welcomed a new life into the world and before Vik lost his mother. A lot has changed since then. As we release it now, it feels more relevant than ever. Drinks With a VC has always been about more than startups and term sheets. It's about the humans behind the headlines, the resilience it takes to build, the humility to grow, the clarity to catch the next wave, and the wisdom to know when to let one go.There's no better guest to rejoin the conversation with than Tae Hea Nahm. He is the founding managing director of Storm Ventures, co-author of Survival to Thrival, and a deeply thoughtful investor, operator, and teacher. From St. Louis to Seoul to Sand Hill Road, Tae Hea has seen it all, and he continues to anticipate the next wave before most founders even paddle out.In this episode, we dive into his Path to Surfing Unicorn framework and why founders need to anticipate the wave before they try to surf it if they want to build category-defining companies.We also get into:
This show has been flagged as Clean by the host. 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/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our next look at the game mechanics for Civilization V we examine the topics of Happiness and Eras. Links: https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-2/ Provide feedback on this episode.
This show has been flagged as Clean by the host. In our first look at the game mechanics for Civilization V we start with Cities and Citizen Management, then look a Social Policies. Links: https://www.palain.com/gaming/civilization-v/playing-civilization-v-part-1/ Provide feedback on this episode.
This show has been flagged as Clean by the host. Civilization V, released in 2010, was a further evolution of the franchise that added interesting new features. We introduce it in this episode. Links: https://en.wikipedia.org/wiki/Jon_Shafer https://civilization.fandom.com/wiki/Production_(Civ5) https://civilization.fandom.com/wiki/Happiness_(Civ5) https://www.youtube.com/watch?v=xgRIdcWq_fs https://www.youtube.com/watch?v=rh6hXzW_GyA https://www.youtube.com/watch?v=DbK82-u08dw https://www.youtube.com/watch?v=Hyv3qJpMNIs https://www.youtube.com/watch?v=Qgc8ZaShkR4 https://www.youtube.com/watch?v=Wy6AoOQ136Y https://www.youtube.com/watch?v=q7VW-rGvfrs https://www.youtube.com/watch?v=xypYpI4UiEc https://www.youtube.com/watch?v=I__9ZlOUG4E https://www.youtube.com/watch?v=Z3x3P8gsCFA https://www.palain.com/gaming/civilization-v/ Provide feedback on this episode.
Civilization 7 debuts on Steam to mixed ratings (52% at time of writing), but does it deserve those reviews? Christian finds out Nic and Amanda are WARMONGERS as we discuss our history with this beloved franchise, and our experience playing the newest installment. TOPICS Sid Meier's Civilization VII, Alpha Centauri, Sid Meier's Civilization® V, Sid Meier's Civilization® VI TIMESTAMPS Intro - 00:00 When did we know Civ was the shit - 2:40 What did we like most about past Civs? - 11:40 CIV 7, BABY - 17:40 Listener Questions - 55:10 Learn more about your ad choices. Visit megaphone.fm/adchoices
Movies and the entertainment industry often portray intimacy in reckless and unbiblical ways. The Plugged In team discusses how Hollywood deals with sex and how you as a parent can springboard from that to teach the truth about God’s design. They then look at 2025’s upcoming video games and what your family needs to know about them. Get your copy of Plugged In’s helpful book Becoming a Screen-Savvy Family today! Connect with us! www.ThePluggedInShow.com Connect on Facebook Find us on Instagram EMAIL: team@thepluggedinshow.com PHONE: 800-A-FAMILY (800-262-3459) Read the full review: · Civilization Revolution · Civilization Revolution 2 · Civilization Beyond Earth · Sid Meier’s Civilization VI · Civilization V · Sid Meier’s Civilization VI: Rise and Fall · My Sims · Sims 2 · Sims 3 · Sims 4 · Sims Medieval · Grand Theft Auto IV · Grand Theft Auto V · Grand Theft Auto: Episodes from Liberty City · Grand Theft Auto: San Andreas · Grand Theft Auto: Chinatown Wars · Fable · Fable II · Fable III · Fable: The Journey Check out the Plugged In Blog! · Living in a Sims-ulation · GTA’s Nasty Hidden Hot Coffee is Back…Why Should Parents Care · Grand Theft Agony The Plugged In Tech Guide Focus on the Family with Jim Daly Episode: How Your Family Can Manage Technology Well Part 1 How You Can Make Wise Entertainment Choices for Your Family Donate Now! We'd love to hear from you! Visit our Homepage to leave us a voicemail. If you've listened to any of our podcasts, please give us your feedback.
Join host Paul Johnson in this eye-opening episode of New Frontiers, as he delves into the intricate history of Israel, the harrowing events of October 7th, and the motivations driving both Hamas and Israel in their prolonged conflict. This episode provides a comprehensive overview of the complexities surrounding the Israeli-Palestinian struggle, highlighting the ideological differences between Zionism and Jihadism, and the impact of these ideologies on the region's stability and peace efforts. Topics Discussed in the Video: History of Israel: Explore the roots of Israel's establishment and its turbulent history with neighboring countries and Palestinian territories. Starting from the pivotal year of 1948, we delve into the series of events that led to the formation of Israel and the subsequent conflicts that have shaped its relationship with the Arab world and the Palestinian people. The October 7th Attack: On October 7th, 2023, a meticulously orchestrated attack by Hamas on Israeli soil marked one of the deadliest terrorist incidents in recent history. This segment examines the motivations behind the attack, the tragic loss of lives, and the implications it has for the ongoing conflict between Israel and Hamas. Jihadism vs Zionism: Unravel the ideological underpinnings of the conflict between Israel and Hamas. This part of the episode focuses on the contrasting beliefs of Jihadism and Zionism, providing insights into how these ideologies influence the actions and policies of Hamas and the Israeli government. Hamas's Motivations and Israel's Defense: Gain an understanding of Hamas's objectives in its relentless fight against Israel, including the role of external support from countries like Iran. Concurrently, we examine Israel's defense strategies and its efforts to protect its citizens amidst the threats posed by Hamas and other militant groups.
Unii oameni caută răspunsuri la întrebări grele în descrierea unui podcast, răspunsuri pe care noi cu siguranță nu le avem. Putem doar să vă spunem să beți apă des. Pwpăm. Timestamps: 0:00 – INTRO 10:30 – Paul s-a jucat Civilization V și Beyond Earth 42:49 – Edgar s-a jucat Quake 2 Remastered 50:00 – Vorbe de la Voi 59:36 – Embracer a peirdut 2 miliarde de ce???; Strauss Zelnick zice că Red Dead Redemption 1 IS GREAT VALUE; 1:07:17 – Far Cry are un nou IP director; OVERWATCH 2 pe Steam o duce EXCELENT LMAO YouTube: https://www.youtube.com/c/jocsivorbe1416 https://www.youtube.com/c/JocȘiVorbeBits Twitch: www.twitch.tv/jocsivorbe iTunes: https://podcasts.apple.com/us/podcast/all-vorbe/id1331438601 Spotify: https://open.spotify.com/show/3RFgOJDgyEnpvkUQoSh0Tc Facebook: www.facebook.com/JocSiVorbe/ Instagram: https://www.instagram.com/jocsivorbe/e Discord: https://discord.gg/m5a6DDfBFc Tip Jar: https://ko-fi.com/jocsivorbe Patreon: https://www.patreon.com/jocsivorbe RSS și linkuri de download: http://feeds.soundcloud.com/users/soundcloud:users:281506836/sounds.rss
There are games we love and there are games we hate. THEN, there are games we love/hate. Today actor, improviser, and overall legend Sarah Claspell joins Conner to discuss her time with Cid Meier's Civilization V. Sarah recalls receiving a Super Nintendo as a kid, evangelizes to Conner about an incredible sounding board game, and gives us a peek at what it means to have a love/hate relationship with a video game. Show Notes Sarah Claspell - Cardinal Redbird - WGIS Conner McCabe – Twitter – twitch.tv/conziscool69 Produced by Jeremy Schmidt – Video Games: a Comedy Show - Twitter Call Me By Your Game – Instagram – Twitter – YouTube Super NPC Radio – Patreon - Discord – Twitter – Instagram – Twitch
Stephen and Brendon finally receive their Steam Decks and have a lot of thoughts to try and cram into one podcast episode. Splatoon 3 is the only good social media platform: https://www.polygon.com/23353488/splatoon-3-best-posts-billboards-posters-walls-jfresh-queenThe Yosuke Romance Mod For Persona 4 Golden Is Now Available On PC: https://www.thegamer.com/yosuke-romance-mod-persona-4-golden-available-pc/Discussed: The Steam Deck, Oblivion, Skyrim, Aperture Desk Job, Peglin, Vampire Survivors, Elden Ring, Civilization V, Voice of Cards: The Beasts of Burden, Persona 4 Golden, Potato Flowers in Full Bloom, Taiji, Noita, The Wandering Village, Harvestella, Splatoon 3 ★ Support this podcast on Patreon ★
Welcome to Episode 012 of Are Ya Winning, Son? - The Podcast hosted by @mathman1024 and his son, @ToastrWaffle. We're back to talk about the games we've been playing (just like every other video game-centric podcast) and to answer some community questions. Games we've been playing: Caleb - MultiVersus, Cuphead DLC, Power Wash Simulator, Slay the Spire, Shredder's Revenge Ryan - Slay the Spire, Wargroove, Shredder's Revenge, Altered Beast, Civilization V and VI, Cuphead, Pawnbarian Tangents - Caleb's surgery, Spike from Gremlins, binge-watching Phineas & Ferb and The Amazing World of Gumball We answer BlazeKnight0923's question about which games we'd like to bring forward that are stuck on previous console generations. Thanks, Mike! Remember, you can find us on most major podcatching apps including Spotify, Apple Podcasts, Google Podcasts, Pocketcasts, etc. and now Amazon Music and Audible. Always ask yourself, "Are ya winning, son/daughter/offspring?" Follow us on Twitter: @AreYaWinningPod Intro music: "Happy Little Elves" by Jason Shaw at audionautix.com Creative Commons Music by Jason Shaw on Audionautix.com
Ed Beach discusses his boardgames, including Here I Stand, Virgin Queen, and the Great Campaigns of the American Civil War series. We also talk about Ed’s work on the Civilization V computer game, including the new Gods & Kings expansion. How similar or different are board games and computer games, from a design perspective? Plus, […]
Welcome to Episode 007 of Are Ya Winning, Son? - The Podcast hosted by @mathman1024 and his son, @ToastrWaffle. We're back to talk about the games we've been playing (just like every other video game-centric podcast) and to answer some community questions Games we've been playing: Caleb - Kirby Forgotten Worlds demo, Nintendo Switch Sports, Tunche, FNAF World Ryan - Cuphead, Civilization V, Tunche Tangents - Ian Fleming (author of James Bond and Chitty Chitty Bang Bang), figuring out the intro, outro skatting Remember, you can find us on most major podcatching apps including Spotify, Apple Podcasts, Google Podcasts, Pocketcasts, etc. Always ask yourself, "Are ya winning, son/daughter/offspring?" Follow us on Twitter: @AreYaWinningPod Intro music: "Happy Little Elves" by Jason Shaw at audionautix.com Creative Commons Music by Jason Shaw on Audionautix.com
We celebrate video games once again, as the Zoo Tycoon Crew tackles the latest and greatest in the industry. We also talk about some new releases, including Triangle Strategy and more! For more amazing video game content, please check out our Patreon: patreon.com/supernpcradio The Show: @vgacomedyshow Jeremy Schmidt: @ocarinaofcrime Scott Thiede: @swthiede Nick Costanza: @nick_costanza
This week, we see the color of the wind as we fight against industrialization, a bad week can't stop someone from dying over and over in the studio, every smooth part of our brain finds a new wrinkle, and please survive this one, Don. Please! Come join the Backyard Bonanza in our Discord!https://discord.gg/QND8pNasHAWe have merch now?! Come get some!https://best-friends-tiny-inc.creator-spring.com/Malcolm's Cream (Guest Podcast Promo):Malcolm was on vacation this week, but he sure does love Homicide Worldwide, Pick Me!, Haunt Her? I Barely Know Her!, NightmareTown, Anime Talk!, and The Grapevine Cowboy, Kevin Busby!Theme Music:Jeremy Blake - Powerup!Gameshow Music:Kevin Macleod - Casa Bossa NovaNerd stuff and farts from this episode:Gravy Video Games 2022 Polygon Avatar: Frontiers of Pandora James Cameron Choo-Choo Charles Horror Trains Cursed to Golf Golf Story Dark Souls Roguelites Dune Spice Wars RTS Civilization V Clash of Clans Elden Ring George R.R. Martin Game of Thrones Playstation 5 PC Gaming Xbox God of War Ragnarok Lord of the Rings Shadow of Mordor Tolkien Harry Potter Hogwarts Legacy Zelda Breath of the Wild 2 TMNT Shredder's Revenge Sonic Unleashed Voice Actors Scream Death Seven Days to Die MLB the Show NPC Quiz Science Fiction Sci-fi Blade Runner Alien Star Wars Luke Skywalker Yoda Avatar the Last Airbender Star Trek Hitchhiker's Guide to the Galaxy Happy Days Jizz Reddit Keanu Reeves The Land Before Time Don Bluth Disney The Secret of NIMH An American Tale Rock-A-Doodle Support the show (https://www.patreon.com/bestfriendstinyinc)
Civilization Beyond Earth was released back in 2014 as an "in-between" game between Civilization V and Civilization VI. When it first came out, people were thrown off about the game not being a historical 4x despite it having the "Civilization" branding; with many agreeing that it, "Just didn't feel like Civ." Last Sunday, Zo and Moy recently tried Beyond Earth and were genuinely surprised at how much fun they had with the game. Beyond Earth implements many systems that make this game standout as a unique game of Civilization that make sense when you're the one colonizing an unknown planet. Things like quests, affinity systems, and the dreaded "Pain in Miasma". --- PATREON SHOUTOUTS Thank you to all the Warlord and higher patrons! Segway99, NileMatotle, and ninthant! --- PATREON ► https://patreon.com/TheCivShow TWITCH ► https://twitch.tv/TheCivShow TWITTER ► https://twitter.com/TheCivShow INSTAGRAM ► https://instagram.com/TheCivShow DISCORD ► https://discord.com/invite/4zhjFpn ABOUT THECIVSHOW 2 history buffs and 1 tech guy, all with a singular purpose to entertain you with Civilization content. MoySauce, Nystagmus, and Razing Zozo are filled with information and entertainment as the 3 hosts talk about which Civilization Leader they would bring to Prom, why Gilgamesh is so darn handsome, and who put that Spy in my land? As the three talk about strategies used in their Sunday games, they are open to light hearted conversations and deep dive into some history facts! --- Send in a voice message: https://anchor.fm/thecivshow/message
Sid Meier's Civilization Series On this week's podcast episode Jacob, Ryan, Nick, and their special guest, Ethan Maestri, discuss the Civilization series. Visit BuschLeagueGaming.com for blog posts or to read our written reviews. Let us know what you think of our review on twitter @BuschLeagueGMNG, @BuschLeagueRyan, @NickABeaird, and @EthanMaestri. You can also email us at BuschLeagueGames@gmail.com. If you like what you hear you can financially support the show at patreon.com/BuschLeagueGaming or you can buy some merch on our website. Thanks for watching! Busch League Gaming produces a weekly gaming podcast every Monday. Find more content from Ethan on twitter @andromedapod and @WBCprod. Timecodes: 0:00 Introduction 3:33 Overview 18:53 Gandhi 19:32 Sid Meier's Civilization 23:04 Sid Meier's Civilization II 28:23 Sid Meier's Civilization III 30:49 Sid Meier's Civilization IV 42:09 Sid Meier's Revolution 46:07 Sid Meier's Civilization V 57:48 Sid Meier's Revolution 2 58:47 Sid Meier's Civilization VI 1:11:40 Humankind 1:20:49 Housekeeping
For bonus content, join our Patreon for a one time payment of $5!https://www.patreon.com/reactivaders Call and leave us a voice mail at 818-630-9478 and we might play it on the show!
This week Brit and Spense dive into Pikes 82-84 (Calamity Cabin, Dreamless Slumber, and Whirlpool) Also Britain embraces being a heel, how does dog taste/farming food grade dog, Seattle weather, Spenser shaves his neck stripes/Matt Pikestache, Spenser sent his Noise project to his beans friend, Thesaurus of Scales and Melodic Patterns by Nicolas Slonimsky, Paul Gilbert is cool, Joe Satriani taught fucking everybody, Primus's guitarist was Possessed's lead guitarist, it doesn't matter who started death metal, Buckethead should work with vocalists more, Transatlantic, Dream Theater is an incel Queensryche, Spense listens to BTS while drinking Soju, Evil Dead, Cornbugs, is Buckethead @bucketdead ?, does Buckethead drive a Subaru Brat?, Brit is coming for capitalists on the internet, Civilization V vs VI, and Lethal Weapon. Support the show (https://www.patreon.com/abucketcast)
The Mandalorian Chapter 13: The Jedi, Jiu Jitsu with Nicolas Cage, exploits in Grand Theft Auto V, Junji Ito's Venus in the Blind Spot, Civilization V with Jose's girlfriend. Stuff
In this episode, Adam and Joe discuss what video games they would introduce to someone that is looking to get into gaming as a whole. There's a whole multitude of games discussed for the Nintendo Switch, PS4, and the PC through Steam. Do you agree with their thoughts? Let them know!The video that inspired this episode:https://www.youtube.com/watch?v=ax7f3JZJHSwOur Website: https://untothebreach.buzzsprout.com/Like us on Facebook: https://www.facebook.com/Unto-the-Breach-Podcast-115477870267938Follow us on Twitter: https://twitter.com/UntoThePodcast
Had to reupload. Zach joins us for a game of Civilization V and we mourn the loss of our dear friend, Herman Cain.
1:00 Tyler has been playing Pokemon Shield, The Long Dark, Tales of Berseria, Rainbow Six Siege, Super Smash Bros. U and Orna9:00 Zach has been playing Mech Warrior Online, Pokemon Sword and Rainbow Six Siege.23:00 Geremy has been playing Civilization V and Pokemon Shield.24:00 The Assignment: Guilty Gear32:00 Ranking with the guilt.
3:30 Zach has been playing Mech Warrior Online, Rainbow Six Siege and Civilization V,19:00 Tyler is playing Pokemon Uranium, Orna, and Tales of Berseria24:00 Just Civilization V.25:05 The Assignment: Star Fox!36:30 Ranking Fox.
GEOFF KNORR is an award-winning composer of music for media and the concert hall. He has worked as a composer, orchestrator, sound designer, and mixing engineer on many video game titles, including Civilization VI, Civilization: Beyond Earth, and Civilization V, among others. His recent work on the Civilization series has garnered numerous industry nominations and awards. Notably, the soundtrack for Civilization: Beyond Earth won the 2014 IFMCA Best Original Score for a Video Game or Interactive Media award. Sid Meier's Civilization VI: Gathering Storm is the second official expansion pack for the turn-based strategy video game Civilization VI from Firaxis Games, released 2KGames. It was released on February 14, 2019 for Microsoft Windows, macOS and Linux. In Gathering Storm, the world around you is more alive than ever before. In the game, you chart a path to victory for your people by developing new advanced technologies and engineering projects and negotiating with the global community in the World Congress on critical issues. Civilization VI: Gathering Storm introduces eight new civilizations and nine new leaders. Seven new world wonders can be constructed, as well as a variety of new units, districts, buildings, and improvements.In this episode Geoff Knorr takes us on a deep dive into the development of the thematic music he wrote for two of the eight civilizations introduced into the world of Civilization VI: his music for the Ottoman Empire and his music for the Maori people of New Zealand. But before this, Knorr shares some crucial details about the expansion and some of the overall goals for the music of Gathering Storm, including the epic opening cinematic.ANNOTATED TRACKS / SEGMENTS02:43 - Main Titles05:15 - The Ottoman Empire08:35 - The MaoriSOUNDTRACKThe original score for Seis Manos was released on February 14, 2019, by 2K Games and can be purchased at Amazon.com, iTunes or streamed on Spotify and Apple Music. MORE ABOUT THE COMPOSERSYou can find out more and hear more music by Geoff Knorr at his official site, http://www.geoffknorr.com/ and you can follow her on Twitter @geoffknorrABOUT THE ANNOTATORProduced by Christopher Coleman (@ccoleman) and you can Find more episodes at THEANNOTATOR.NET or you can subscribe via iTunes, Stitcher Radio or wherever you find quality podcasts.FOLLOW USTwitter @audioannotatorFacebook @TheAnnotatorInstagram @TheAnnotatorEmail theannotatorpodcast@gmail.com
Today I have an interview with Civilization V designer, Jon Shafer. Jon's an experienced 4X strategy game player and creator, and I wanted to talk to him about the design issues these kinds of games tend to face. Here's a few subjects we talk about: Diplomacy systems Lack of dynamics in the late (and often … Jon Shafer on pushing the 4X genre forward Read More »
As Chad’s time in San Diego dwindles we enjoy the last few podcasts we have together and put an end to the mobile corner. Bobby plays Superhot while Chad and Emilio dive into the Morrowind expansion of Elder Scrolls Online. Chi plays Civilization V for the first time. ::: Website ::: Twitter ::: Steam ::: Discord :::
באופן מפתיע, היו לנו הפעם גם הרבה משחקים לדבר עליהם וגם הרבה חדשות מעניינות! אז כמובן שדיברנו חצי מהפרק על Civilization VI. להורדה (1:00:27, 83 מגה) 1:22 – עופר וערן שיחקו ב-Civilization V! באמת! ממש עכשיו! טוב טוב בסדר בואו נדבר על Civ VI. 2:40 – למי יש יותר גדול? 5:40 – אנחנו מתחילים מלהזכיר […]
Cody reviews CivAddiction's Multiplayer Modpack, a massive mod that completely overhauls Sid Meier’s Civilization V. You can find more the official modpack thread at http://forums.civfanatics.com/showthread.php?t=548835. Learn about this massive overhaul of Civilization V and hear whether Cody thinks it’s worth your time!
Cody and Jon discuss the game mechanics in Sid Meier’s Civilization V through the lens of board games, and then talk about grinding in JRPGs, particularly Jon’s experience with the Final Fantasy V Four Job Fiesta and Cody’s experience with Bravely Default. Click here to download this episode of Unqualified Gamers
Cody talks about his binging on Civilization V: Gods and Kings (Steam) for 27 hours over Labor Day weekend, and he and Jon discuss how Civilization is basically just one huge board game. Plus, hear which of the show's hosts plans on pre-ordering a special edition Legend of Zelda: Wind Waker HD WiiU console! Click here to download this episode of Unqualified Gamers
Lambda lambda lambda! Hoje Alottoni, Carlos Voltor, Cris Dias, Android e Azaghal, o anão contam tudo o que sabem sobre o clássico de 1982 TRON para você fingir que viu e pagar de cult! Neste podcast: Conheça um mundo virtual revolucionário e sem texturas, entenda que nem tudo que parece computação gráfica de fato é, aprenda a verdadeira origem neon de Tron e saiba como priorizar os projetos tecnológicos de sua empresa! Tempo de duração: 72 min GLOBAL TALENT Conheça aqui NATAL NERDSTORE!!! LANÇAMENTO! Camisa Nerd Classic 2.0 LANÇAMENTO! Camisa Scarface LANÇAMENTO! Camisa Dirty Harry LANÇAMENTO! Camisa Modafocka LANÇAMENTO! Camisa Nerd Vader 2.0 LANÇAMENTO! Camisa Taxi Driver LANÇAMENTO! Caneca Nerdcast 2 REPOSIÇÃO! Camisa No Meu Tempo NERDOFFICE S01E07 (Vídeos caseiros, Olivia Wilde e Jovem Nerd em Hollywood!) COMENTADO NA LEITURA DE E-MAILS Rap de games do Projeto Manada Nerdcast Tales 238, por Alexander Santos O vício em Civilization (Vídeo 1 | Vídeo 2) Remake gratuito de ELITE do MSX, OOLITE Jogo do Playstation 1, Bushido Blade Ilustração Jovem Nerd versus Melhores do Mundo (Por Harald "Android" Stricker) PARA VER NA INTERNET Tron (1982) - Trailer Cena clááássica das LightCycles Tron Legacy - Teaser da Comic-Con O Passageiro do Futuro - Trailer O Vingador do Futuro - Trailer E-MAILS Mande suas críticas, elogios, sugestões e caneladas para nerdcast@jovemnerd.com.br iTUNES Você também pode assinar o Nerdcast em seu iTunes . Saiba como clicando aqui!
Lambda lambda lambda! Hoje Alottoni, Carlos Voltor, Cris Dias, Android e Azaghal, o anão contam tudo o que sabem sobre o clássico de 1982 TRON para você fingir que viu e pagar de cult! Neste podcast: Conheça um mundo virtual revolucionário e sem texturas, entenda que nem tudo que parece computação gráfica de fato é, aprenda a verdadeira origem neon de Tron e saiba como priorizar os projetos tecnológicos de sua empresa! Tempo de duração: 72 min GLOBAL TALENT Conheça aqui NATAL NERDSTORE!!! LANÇAMENTO! Camisa Nerd Classic 2.0 LANÇAMENTO! Camisa Scarface LANÇAMENTO! Camisa Dirty Harry LANÇAMENTO! Camisa Modafocka LANÇAMENTO! Camisa Nerd Vader 2.0 LANÇAMENTO! Camisa Taxi Driver LANÇAMENTO! Caneca Nerdcast 2 REPOSIÇÃO! Camisa No Meu Tempo NERDOFFICE S01E07 (Vídeos caseiros, Olivia Wilde e Jovem Nerd em Hollywood!) COMENTADO NA LEITURA DE E-MAILS Rap de games do Projeto Manada Nerdcast Tales 238, por Alexander Santos O vício em Civilization (Vídeo 1 | Vídeo 2) Remake gratuito de ELITE do MSX, OOLITE Jogo do Playstation 1, Bushido Blade Ilustração Jovem Nerd versus Melhores do Mundo (Por Harald "Android" Stricker) PARA VER NA INTERNET Tron (1982) - Trailer Cena clááássica das LightCycles Tron Legacy - Teaser da Comic-Con O Passageiro do Futuro - Trailer O Vingador do Futuro - Trailer E-MAILS Mande suas críticas, elogios, sugestões e caneladas para nerdcast@jovemnerd.com.br iTUNES Você também pode assinar o Nerdcast em seu iTunes . Saiba como clicando aqui!
Jason Fanelli, Mike Murphy, and Dan Crabtree have a jolly little chat about September's game releases. Dan loves NHL 11, Mike loves Civilization V, Jason loves Professor Layton and the Unwound Future, and they're all down with Halo: Reach. On top of those, there's a lot of zombie-killing going on in Dead Rising 2. Versus Node theme, "Dungeon" by Koji Kondo for Nintendo's The Legend of Zelda, 1987. Remixed by Brian Schulman and Charles Kantz, 2010. Outro, "Sirius" by The Alan Parsons Project, 1982. Links: Professor Layton and the Unwound Future review - http://www.gamernode.com/reviews/9568-professor-layton-and-the-unwound-future/index.html Halo: Reach review - http://www.gamernode.com/reviews/9550-halo-reach/index.html GN on Twitter - http://www.twitter.com/GamerNode Jason's Twitter - http://www.twitter.com/BigManFanelli Mike's Twitter - http://www.twitter.com/_Murpho_ Dan's Twitter - http://www.twitter.com/DanRCrabtree Email us at - vsnode {at] gamernode [dot} com --- Send in a voice message: https://anchor.fm/gamernode/message
This week on the Sound Test, a dramatic opening courtesy Civilization V; acknowledging Final Fantasy XIV by way of FFXI; a lengthy nostalgia trip with NiGHTS; an increase in decibels thanks to Dodonpachi, and revisiting Katamari Forever.
We accidentally burn the Bombcast to the ground with our red-hot discussions of Civilization V, Minecraft, Dead Rising 2, the fate of old computer parts, and other nonsense!This show is part of the Spreaker Prime Network, if you are interested in advertising on this podcast, contact us at https://www.spreaker.com/show/5928697/advertisement