Civilization V Catch-All

MyBrainHz wrote:

I *think* you can select a unit, and then right click on a its portrait (in the bottom left of the screen) to bring up its Civipedia entry. I'm not sure if this is documented anywhere... I think I may have discovered it by accident.

Yeah, but you can't select enemy units at all, so this only works for your own.

Hit F to fortify a selected unit.

Sometimes I've got a drink in my left hand and just want to do it with mouse clicks.

Quintin_Stone wrote:

Sometimes I've got a drink in my left hand and just want to do it with mouse clicks. :)

Lower left side tool bar, bottom icon - should be "More Options" -> First icon should be a shield which is fortify

He skims! BURN HIM

MyBrainHz wrote:

He skims! BURN HIM

Crap. I did. I did go back and re-read, but I did skim, filthily.

*lays on the coals*

Quintin_Stone wrote:

Sometimes I've got a drink in my left hand and just want to do it with mouse clicks. :)

"Drink". Heh.

Okay, my left hand is down my pants, SO SUE ME!

That sweet, sexy hexagonal grid.

Quintin_Stone wrote:

Several things in the game continue to frustrate. Without stacks, large scale troops movement becomes tedious.

Yeah - with large civs it can become incredibly tedious. Especially since you have to be careful to always move units so as not to block off paths for other units. This is one reason I mostly favor small civs and non-domination victory types.

The UI, while very slick, hides information that'd be useful to me. Like, what's the defense bonus from this tile here compared to that tile there? I see an enemy unit and want to bring up its Civipedia page, but there's no way to do that so I have to search manually.

This is also really kind of lame. And it's not just about combat; it's sometimes confusing to figure out what tiles provide what resources when improved. I kind of want some kind of mega mouse-over tooltip mode that displays every detail about a tile and a unit.

I use fortify all the time but it's hidden off the main UI in a sub-menu. I can build a unit if there's already a unit in this city, but I can't purchase a unit. IMAGE(http://rps.net/QS/Images/Smilies/boggled.gif) Presumably this is because purchased units will appear with no moves left, one of the many awkward bits that result from the ban on stacks.

Just pick up your mouse and use it to hit the "F" key

I really think units should be able to stack in cities in some limited way - like some kind of unit cold storage, that can stack up to some number (based on population) but can't actually do anything useful without expending a turn to un-stack.

Tkyl wrote:
omnipherous wrote:

If only there was more of it to buy :-D

Or is there? :wink:

!!

Do garrisoned units improve city defense any?

Quintin_Stone wrote:

Do garrisoned units improve city defense any?

Yes, they do. There are also ways to make it so garrisoned units don't cost upkeep.

momgamer wrote:
Quintin_Stone wrote:

Do garrisoned units improve city defense any?

Yes, they do. There are also ways to make it so garrisoned units don't cost upkeep.

You can see how much it improves by watching city strength before and after you hit the 'f' key. Stronger units improves the strength more..

Quintin_Stone wrote:

Do garrisoned units improve city defense any?

They add some to the city's combat strength. I'm not really sure how much.

I don't usually garrison if I'm being attacked, though. It seems like having a ranged unit in a city and simply using it to kill stuff is more effective most of the time. A ranged unit in a city is effectively invincible as long as the city stands.

gore wrote:
Quintin_Stone wrote:

Do garrisoned units improve city defense any?

They add some to the city's combat strength. I'm not really sure how much.

I don't usually garrison if I'm being attacked, though. It seems like having a ranged unit in a city and simply using it to kill stuff is more effective most of the time. A ranged unit in a city is effectively invincible as long as the city stands.

Oh crap, wait, does the city strength increase if they're garrisoned, or does it just increase if they're in there? I think it's for a unit being in the tile, rather than garrisoned.

I will always put a ranged unit in the city being attacked. But you always want combined arms when fighting, so there are certainly exceptions to the rule.

momgamer wrote:
Quintin_Stone wrote:

Do garrisoned units improve city defense any?

Yes, they do. There are also ways to make it so garrisoned units don't cost upkeep.

Yeah, I had that civic, it was very nice.

nihilo wrote:
gore wrote:
Quintin_Stone wrote:

Do garrisoned units improve city defense any?

They add some to the city's combat strength. I'm not really sure how much.

I don't usually garrison if I'm being attacked, though. It seems like having a ranged unit in a city and simply using it to kill stuff is more effective most of the time. A ranged unit in a city is effectively invincible as long as the city stands.

Oh crap, wait, does the city strength increase if they're garrisoned, or does it just increase if they're in there? I think it's for a unit being in the tile, rather than garrisoned.

I will always put a ranged unit in the city being attacked. But you always want combined arms when fighting, so there are certainly exceptions to the rule.

In vanilla I'm certain that the unit had to actually be garrisoned, and there was a weird micro/exploit to get partial garrison credit (for offense only).

But now that you mention it, there's no garrison option in G&K at all. I just thought "fortify" was a synonym for "garrison" but maybe unit position is all that matters now.

gore wrote:

But now that you mention it, there's no garrison option in G&K at all. I just thought "fortify" was a synonym for "garrison" but maybe unit position is all that matters now.

You're correct, with G&K units left in cities are automatically considered "garrisoned".

This probably a dumb question but this is my first Civ game. Is there any way to list all of you units to make them easier to find? One of the boosters for my spaceship seems to have disappeared.

There is a unit overview. The button at top left has a bunch of options. One of those is the unit overview. Once there, you can double click on a unit and it should take you to where it's located.

BlackSabre wrote:

There is a unit overview. The button at top left has a bunch of options. One of those is the unit overview. Once there, you can double click on a unit and it should take you to where it's located.

Thanks. The unit wasn't listed there but it was good to know that list existed. I have no idea what originally happened to the booster. But, it reappeared in the middle of nowhere about six turns later.

Are there any good mods that help with additional tooltips and stuff? Bought this on sale last week, and it's been fun but agree that the lack of information at my fingertips (and having to civpedia things I can see in front of me) is a little obnoxious.

Also, has anyone tried the GEM mod? Someone went through a lot of trouble to rebalance the AI and the rest of the game around it in that mod, but, if it's just crap I don't want to bother

New expansion announced: Brave New World.

Firaxis have announced the second expansion pack for their life-destroying 4X strategy Civilization V. Brave New World not only increases the number of leaders, scenarios and wonders for budding empire builders to play with, but looks set to drastically overhaul two key areas of the game: Culture and Diplomacy. This is particularly great news for anyone who’s spent hours attempting to cajole Civ V’s fickle rulers.
Tkyl wrote:

New expansion announced: Brave New World.

Firaxis have announced the second expansion pack for their life-destroying 4X strategy Civilization V. Brave New World not only increases the number of leaders, scenarios and wonders for budding empire builders to play with, but looks set to drastically overhaul two key areas of the game: Culture and Diplomacy. This is particularly great news for anyone who’s spent hours attempting to cajole Civ V’s fickle rulers.

Nom nom nom.. it shall be mine!

Ooooh! Great news. Civ5 has really turned out to be a fantastic game, can't wait for more content!

Very cool!

Hmmmmm. Malleable borders making a return?

Yay culture, my game mechanic of choice!

Sweet! Day 1 purchase!

Tkyl wrote:

New expansion announced: Brave New World.

So in for this! This is the part that has me the most excited, I have always wanted this ability.

Trade routes can also be created between two cities of the same civilization. Once the origin city has a Granary, it can send food to the destination city, and once it has a Workshop it can send production. This can be powerful if you have a new city that needs to be “pumped up”, or a city that’s constructing a Wonder that could use a production bump.