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Thread: Civilization V

  1. #1
    Jurskjeld's Avatar
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    Civilization V

    When we left this game over at SHC, it was pretty shit. In fact it was hilariously bad, and a decent player experience seemed to hinge on a good mod package.

    I'm still of that mind, and wish to inquire: What mods do you play with? I am looking for something that lowers hammer costs by about 20%, and most importantly raises the research cost by 20-30%. Anything similar to that, that you know of?
    Quote Originally Posted by Don
    ^robsably aboujt to throw up so goood night failheap IU love you all even you ctrlchris even iuf you keep bnegrrepping me for no reason

  2. #2
    Movember 2011 RazoR's Avatar
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    Re: Civilization V

    Patched up good. Lots of awesome mods around.

    Still shit for multiplayer. Civ3 great library rush forever!

  3. #3

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    Re: Civilization V

    speaking of civ5, is there any word of if/when they'll release an actual game rebalancing & new content expansion pack as opposed to the crappy map packs + new civ dlc they'd been doing? CIV4 only became awesome after Warlords & Beyond the Sword, after all.

  4. #4

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    Re: Civilization V

    They just put up the late June/July patch notes yesterday... I think this game needs some deeper changes rather than new polish but their getting there.
    Also I wish they'd open it up more to modders already.


    [NOTES]
    Pacing has received a large amount of work. Expect to have more of a challenge managing your empire at higher difficulty levels than you did before. Consider dropping a difficulty level if you have problems.
    Existing saves will work correctly. However, the balance pass may make your existing happiness lower than expected when loading into your existing save post-patch.

    [UI]
    Civilopedia now available in the Main Menu (under “Other”)
    Replay is now available at the end of the game, and through the main menu. You can choose Map, Graphs, and turn-by-turn. Only games played post-patch will apply.
    Great People progress UI addition (upper-left Info Corner UI).
    Combat preview for Aircraft UI addition.
    Fixed aircraft UI issue causing the aircraft selection UI to duplicate itself when rebasing aircraft.
    When loading save game files, you can now order the list by name, or last modified.

    [DIPLOMACY]
    Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).
    AI now remembers when it has been nuked, for a permanent diplomatic penalty.
    AI now recognizes a player that captured their capital for a permanent diplomatic penalty.
    End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired).
    AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted).
    AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).
    Track trades between players and allow that to positively influence relationships (the better the deal for the AI, the stronger the modifier). Particularly useful for bribing a hostile AI.

    [AI]
    Rebalanced AI flavors and strategies for unit training to improve AI army composition and build choices.
    Allow the AI to consider Pikeman units for offensive roles when they can't build Swordsman or Longswordsman.
    Allow Alexander and Darius to consider Hoplites and Immortals for offensive roles in early game.
    AI players may now use a Great General in early rushes on higher difficulties.
    Modified flavor tags for Atomic Bomb and Nuclear Missile so AI builds them only when it decides it specifically wants Nukes.
    Block City States from building carriers, atomic weapons.
    Strategies for building mobile units now persist into Modern era to help AI decisions for when to build tanks and modern armor.
    Dampen early game Grand Strategies to give the AI time to expand (AI were sometimes stuck in a single city until late in the game).
    Victory adjustments to AI behaviors, including alternate victory paths as “back-ups” (for example, building the Apollo Program, even if they are not going for a Spaceship victory).
    Revise code calculating recommended army size (using smaller armies if the threat is low).
    Correct issue that was causing late-game continent-bound AI’s to over-build units intending to invade, and never properly execute the amphibious invasion.
    Scale recommended army sizes based on difficulty level.
    AI grand strategy and flavor weighting balance pass.
    AI policy choice weighting balance pass.
    AI tech choice weighting balance pass.

    [GAMEPLAY]
    Player is now given the option to return a CS worker that they free from barbarians.
    Roads under captured cities no longer charge maintenance.
    Machu Picchu no longer destroyed when capturing a city containing Machu Picchu.

    [MULTIPLAYER]
    Multiplayer AI is now consistent with Single Player AI.
    Hot-Seat is now available through the multiplayer menu.
    You can have as many humans playing as available slots in the game.
    Password protection is built in.
    All maps, including purchased and user-created, are available to play in Hot-Seat.
    While play-by-email is not yet implemented, we did include an in-between turn saving option for those that want to play via email.

    [BALANCE]
    Mechanics
    Policy “Finishers” added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect. See policy notes below for more information.
    Tweaked Policy cost formula (cheaper earlier, more expensive later).
    Reduced per-city Policy cost increase by 50%.
    Culture from City States tweaked (less early, more later).
    Killing a barbarian for a city state now gives 12 influence (was 5).
    Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).
    Unhappiness per city increased to 3 from 2.
    All great person tile improvements now connect all strategic resources.
    Reduced Culture from Goody Huts to 20 from 30.
    Defense penalty and city assault bonus promotions are now lost with upgrade.
    Research agreements now give a tech boost instead of a free tech. Tech boosts start at 50% of the median value of all techs you can research. Can be boosted to 100% if you both start Rationalism and build the Porcelain Tower.

    Terrain, Resources, and Improvements
    New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.
    Map generation improvements to integrate Stone into production-poor terrain, reducing the temporary usage of Cows. Additionally, will switch grass bonus resources from Cows to Stone when production is needed.
    Marsh and Fallout terrain penalty reduced from -33 to -15.
    Academy yield increases with Scientific Theory.
    Customs House yield increases with Economics.
    Manufactory yield increases with Chemistry.
    Marble wonder production mod reduced to 15%.
    Luxury resources now give 4 Happiness, down from 5.
    Remove penalty for improving Tundra, Snow and Desert.
    Railroad improvement now takes 3 turns, down from 7.
    Scrub Fallout now takes 2 turns, down from 5.
    Repair improvement now takes 2 turns, down from 3.
    Well improvements now remove jungle/forest/marsh.

    Buildings
    New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.
    Burial Tomb now correctly has an Artist slot.
    Mud Pyramid Mosque reduced 1 Culture.
    Circus moved to Trapping.
    Forge maintenance reduced 1 gold.
    Windmill production modifier reduced 5% to 10%.
    Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged.
    Mint gold per resource reduced by 1 gold.
    Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.
    Theatre maintenance reduced by 1 gold, Happiness reduced by 1.
    Stadium maintenance reduced by 1 gold, Happiness reduced by 1.
    Broadcast tower cultural modifier reduced to 33% but now gives 3 Culture.
    Armory maintenance reduced by 1 gold and moved to Machinery.
    Military academy maintenance reduced by 2 gold.
    Arsenal moved to rifling and now provides city defense instead of unit production.
    Walls now gives 4 Defense (was 5).
    Walls of Bablylon now give 6 Defense (was 7.5).
    Mughal Fort now gives 6 Defense (was 9).
    Castle now gives 4 Defense (was 7.5).
    University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50% (will increase to 50% after adopting Free Thought Policy).
    Military Academy now requires Armory instead of Barracks.
    Arsenal now requires Castle instead of Military Academy.
    Military Base now requires Arsenal.
    Wat now requires Library.
    Mud Pyramid Mosque now requires Monument.
    Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer.
    Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer.
    Factory production increased by 1 hammer but modifier decreased to 10%.
    Solar/Nuclear plant cost greatly reduced.
    Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%.
    Public School science per population reduced by 50% and now provides a flat 3 science.
    Research Laboratory modifier reduced by 50% but now gives a flat 4 science.
    Workshop production modifier reduced by 5%.
    Barracks, Armory, Military Academy and Krepost now provide experience to all units trained.

    Wonders
    National College moved to Philosophy and reduced by 2 science.
    Oxford University now gives 3 additional science.
    Great Lighthouse now also provides a free Lighthouse in the city where it was built.
    Great library now gives 3 additional science, and provides a free Library in the city where it was built.
    Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%.
    Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture.
    Stonehenge Culture reduced to 6 from 8.
    Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built
    Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.
    Great Wall now obsoletes with Dynamite instead of metallurgy and gives 3 Culture. Additionally, a free Wall is provided in the city where it was built.
    Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice.
    Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.
    Chichen Itza now grants an additional 4 Happiness.
    Machu Picchu trade route gold increased by 5% and also gives a flat 5 gold.
    The Colossus now gives an additional 5 gold.
    Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.
    Sistine Chapel Culture modifier reduced from 33% to 25%.
    Kremlin global city defense mod reduced to 25% from 50% but now gives 12 defense in the city where it's built.
    Cristo Redentor Policy discount reduced from 25% to 10% but now gives 4 Culture.
    Pentagon upgrade cost reduced to 33% from 50% but now gives 3 Culture.
    Sydney Opera House moved to Mass Media and gives 50% Culture in the city where it's built plus 4 Culture.
    Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold.
    Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.

    Civilization Unique Abilities
    Arabia: Bazaar now gives 2 gold on oil/oasis.
    America: Remove river start bias.
    America: Increase plot buy modifier to 50% from 25%.
    China: Great General trait reduced to 50% from 100%.
    Babylon: Great Scientist trait reduced to 50% from 100%.
    Germany: Now receives a 25% discount on land unit maintenance.
    Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galley’s to Trireme’s.

    Policies
    Liberty and Autocracy are no longer mutually exclusive.
    Freedom, Autocracy and Order are now mutually exclusive.
    Tradition
    Aristocracy now provides +15% Production when building Wonders down from 20%.
    Landed Elite now provides 1 Happiness at every 10 Citizens in each City.
    Tradition Finisher: +15% Growth and +2 Food in each city.
    Liberty
    Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.
    Republic now adds an additional 5% building production modifier.
    Liberty Finisher: Great Person of your choice.
    Honor
    Honor Opener now additionally provides Culture for each barbarian killed.
    Warrior Code now also gives 15% melee unit production.
    Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.
    Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).
    Honor Finisher: Grants gold for each enemy unit killed.
    Piety
    Piety Opener now provides a 15% production bonus on Culture buildings.
    Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.
    Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.
    Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.
    Theocracy now increase gold yield by 10% in cities with a Temple.
    Piety Finisher: -10% Culture cost of future Policies.
    Patronage
    Scholasticism reduced from 33% to 25%
    Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.
    Commerce
    Naval Tradition policy now also gives +1 moves to embarked units.
    Commerce Finisher: +1 Gold per Specialist.
    Rationalism
    Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower.
    Free Thought now also increases University science yield by 17%
    Humanism now also affects Public Schools and Observatories.
    Rationalism Finisher: +1 Gold from Science buildings.
    Freedom
    Freedom Opener now provides 25% Great Person Points in all cities.
    Democracy now provides -50% Unhappiness per Specialist.
    Constitution now provides +2 Culture per Wonder.
    Free Speech now provides 8 maintenance free units.
    Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.
    Autocracy
    Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.
    Total War now provides +15% Production when building Military Units and +15 XP for new units.
    Autocracy Finisher: 30 turn attack bonus of +20%.
    Order
    Order Opener now provides +1 Happiness per City.
    Socialism and Planned Economy swapped places.
    Socialism buff to 15% reduction in building maintenance from 10%.
    Planned Economy now increases Science yield by 25% in cities with a Factory.
    Communism now provides 2 Production and 10% Production towards buildings in each city.
    Order Finisher: +1 Food/Production/Science/Gold/Culture per city.

    Technology
    Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.
    Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).
    Metal Working requires Construction.
    Railroad now requires Dynamite.
    Radar now requires Combustion.
    Globalization requires Computers, and the cost is increased.
    Computers require Radar.
    Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).
    Future Tech requires Globalization.
    Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.

    Units/Combat
    Destroyers no longer start with extra sight.
    Extra Sight promotions are now lost with upgrade (Caravel).
    Great General promotion spawning effectiveness reduced by 50%.
    Mohawk Jungle/Forest bonus reduced to 25% from 50%.
    Gunship anti-armor promotions now work correctly.
    Jaguar now gets Woodsman promotion.
    Minuteman now start with Drill I.
    Mohawk Warriors no longer require Iron.
    Carriers no longer require Oil.
    Destroyer moved to Combustion.
    Mechanized infantry moves reduced from 4 to 3.
    Galley now upgrades to Trireme.
    Ironclad now upgrades to Battleship.
    +1 moves for Tank, Panzer, Modern Armor, with no sight penalty.
    Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).
    Increased Incan slinger combat strength slightly.
    Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.
    Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.
    Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).
    Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).
    Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.
    Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).
    Drop combat value of Berserker and Huscarl to match Longswordsman.

    [MODDING]
    Fixed a bug in Lua where "Events.<SomeEvent>.Remove" was not behaving correctly.
    (Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)
    (Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)
    (Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)
    (Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)
    (Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)
    (Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)
    (Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)
    (Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)
    (Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)
    (Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook)
    It's now possible to have the tech tree "dead end" where the final technology is not repeatable.
    New graph datasets used by the replay viewer can be added by mods.
    Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.

  5. #5
    Idara's Avatar
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    Re: Civilization V

    At least they keep attempting to balance/patch it unlike other games where they release 1 patch and say "Fuck it".

  6. #6
    Donor lubica's Avatar
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    Re: Civilization V

    Yeah, I had to read through all of that before I raged about them nerfing happiness, seems like they're actually boosting it, as they should have. I fucking hated having colloseums, theatres, circuses, a bunch of luxury resources, wonders and policies and still just barely staying in the positive, while breaking the bank like a champ.


    Quote Originally Posted by Narmio
    Welcome to Dwarf Fortress, where there is a fine line between insanity and gameplay. The line menaces with spikes of obsessive compulsion.

  7. #7
    Jurskjeld's Avatar
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    Re: Civilization V

    In order to respond to the initial question, which mods do you use? (Razor, etc)
    Quote Originally Posted by Don
    ^robsably aboujt to throw up so goood night failheap IU love you all even you ctrlchris even iuf you keep bnegrrepping me for no reason

  8. #8
    Movember 2011 RazoR's Avatar
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    Re: Civilization V

    I haven't fired up my Civ5 since march so i would not know v0v

    Most universal mod - replacing the intro with porn. Like that:

    [youtube:2g38u28v]xkRTS7ju1rI[/youtube:2g38u28v]

  9. #9
    Cerzi's Avatar
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    Re: Civilization V

    Does the game still punish you massively if you decide you want your empire to have more than, like, 3 cities?

  10. #10
    Straight Hustlin's Avatar
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    Re: Civilization V

    I was playing this shit earlier this weekend, realized its still shit and installed alpha centauri instead. Its sad that a 10 year old game is far superior to this travesty

  11. #11
    Donor Mi Lai's Avatar
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    Re: Civilization V

    I haven't touched this in ages. Anyone know if you can play the custom maps in multiplayer now? Can you easily save MP games without hassle nowadays?

    Have not played it enough to judge the effects of this patch. Seems mostly nerfs, but perhaps the changes to the policy stuff make up for it?
    WOT & WT: Kyril

  12. #12
    Jurskjeld's Avatar
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    Re: Civilization V

    Whatever your take on the game, if you want to play it with your mods for a while longer you should disable Steam's automatic patching. Those patches usualyl wreck whatever mods are tailored for the last release.
    Quote Originally Posted by Don
    ^robsably aboujt to throw up so goood night failheap IU love you all even you ctrlchris even iuf you keep bnegrrepping me for no reason

  13. #13

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    Re: Civilization V

    Still sucks imo. Was so excited for it, even bought it before pirating it. Wish I had not.

  14. #14
    Donor Jindo Minian's Avatar
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    Re: Civilization V

    I played through it finally a couple of times a few weeks ago.
    I had one game where i owned half of a huge map. It's impossible to win a cultural victory like that.
    It's not a bad game per se, i like the hexes and 1 unit per tile is ok.
    But it's not as good as the others, even Civ 3 is better.
    That and for something so simple in theory it's a huge resource hog.

  15. #15
    Donor Mi Lai's Avatar
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    Did a coop mp game with a mate of mine last week. It's still a fun game, just not as good as earlier ones. While some things are design decisions that you either like or dislike, some things are actually made to piss people off it seems. Saving games in MP for instance is still fucked. I really hate the DLC. The 'unique pre-order civ' is now easily available for everyone. Getting some extra civs work only in SP, unless by coincidence or luck your opponents all have the same expansions. Havent tested playing custom maps in MP, but I have little hope.
    Performance is still crap when I get furhter in the game.

    I really hope CIV 6 will be more 4ish then 5ish.
    WOT & WT: Kyril

  16. #16
    James Snowscoran's Avatar
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    While I won't try to be a Civ V apologist, keep in mind that Civ 4 also had lots of issues early on and didn't get really good until a few years of updates, expansions and mods had passed.

  17. #17
    Movember 2011 RazoR's Avatar
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    Whetever they do hexes must stay and stacks of doom should not return.

  18. #18
    Donor Aramendel's Avatar
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    Quote Originally Posted by James Snowscoran View Post
    While I won't try to be a Civ V apologist, keep in mind that Civ 4 also had lots of issues early on and didn't get really good until a few years of updates, expansions and mods had passed.
    While Civ4 certainly got better with the expansions (especially beyond the sword) it was not bad without them either. At least I had my fun playing it even then. IIRC it had some stability issues at launch day, but those were long long gone after it was out as long as civ5 is now.
    Last edited by Aramendel; July 5 2011 at 01:31:08 PM.

  19. #19
    chadsexington's Avatar
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    Quote Originally Posted by Aramendel View Post
    While Civ4 certainly got better with the expansions (especially beyond the sword) it was not bad without them either. At least I had my fun playing it even then. IIRC it had some stability issues at launch day, but those were long long gone after it was out as long as civ5 is now.
    I found civ IV much more fun to play, even with its broken stack mechanic, its broken blitz tanks, its broken 1 turn arty city takeover mechanic, etc etc.

    CIV V seems to be designed as baby's first CIV, though I do dig the hexes and lack of stacks

  20. #20
    Cerzi's Avatar
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    Civ 5 really took some inexplicable steps backwards though, even on smaller things. Like, I really loved how Civ4's music changed to match the era you were playing in, as it helped create really solid moods for each stage of the game. Really not sure why they decided to just have the music in Civ5 play the same playlist throughout the entire game, depending on what archetype of nation you were. Iirc if you picked an african nation you'd still be listening to the same tribal world musicy stuff in 2050, or if you went for a european nation you'd be listening to renaissance music before discovering the wheel.

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