Is Civ 5 Multiplayer

  вторник 05 мая
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  • Developer: Firaxis Games
  • Release date: 2010
  • Platform: Windows (PC)
  • Genre: Strategy
  • Version: 1.0.3.279
  • Multiplayer games are a whole new world when it comes to building Wonders. There are only a few Wonders that the computer really cares about. You face stiff competition for The Great Library, but not usually for the Terracotta Army. Throw your single-player knowledge out the window when it comes to multiplayer Civilization. Documents My Games Sid Meier's Civilization 5 Edit the config.ini file so that 'DebugPanel = 0' is changed to 'DebugPanel = 1' and then save. In-game, you can now press (the key above TAB) to.

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    Sid Meier's Civilization V is a 4X video game in the Civilization series developed by Firaxis Games. The game was released on Microsoft Windows in September 2010, on OS X on November 23, 2010, and on Linux on June 10, 2014.

    In Civilization V, the player leads a civilization from prehistoric times into the future on a procedurally generated map, attempting to achieve one of a number of different victory conditions through research, exploration, diplomacy, expansion, economic development, government and military conquest. The game is based on an entirely new game engine with hexagonal tiles instead of the square tiles of earlier games in the series. Many elements from Civilization IV and its expansion packs have been removed or changed, such as religion and espionage (although these were reintroduced in its subsequent expansions). The combat system has been overhauled, by removing stacking of military units and enabling cities to defend themselves by firing directly on nearby enemies. In addition, the maps contain computer-controlled city-states and non-player characters that are available for trade, diplomacy and conquest. A civilization's borders also expand one tile at a time, favoring more productive tiles, and roads now have a maintenance cost, making them much less common. The game features community, modding, and multiplayer elements. It is available for download on Steam.

    Its first expansion pack, Civilization V: Gods & Kings, was released on June 19, 2012, in North America and June 22 internationally. It includes features such as religion, espionage, enhanced naval combat and combat AI, as well as nine new civilizations.

    A second expansion pack, Civilization V: Brave New World, was announced on March 15, 2013. It includes features such as international trade routes, a world congress, tourism, great works, as well as nine new civilizations, eight additional wonders, and three ideologies. It was released on July 9, 2013, in North America and in the rest of the world three days later.

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    • Operating System: Microsoft WindowsXP / Vista / 7
    • Processor: 2,4 GHz
    • RAM: 4 GB
    • Video Card: 512 MB
    • Hard disk space: 7.5 GB

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    The large-scale plans and actions of multiplayer help give you a framework for how to proceed each turn. Ask yourself 'Am I building toward war?' 'Does this decision help me more than my enemies?' And, 'Is this part of my plan?' The following paragraphs discuss these far-reaching techniques.

    Many Means to Win

    Specific nations have advantages toward a given type of victory. Huns, Aztecs, Assyria, Zulu, and other militaristic nations are often good candidates for a Domination Victory. Brazil is a Cultural superpower. Korea rocks the Science.

    It's easy to understand this principle, but the trickier knowledge is that any nation can win in any way. You need to play the map or play to your current situation. That's vital to winning any game.

    If you start in a region with gorgeous coastlines and Fish, it doesn't matter whether you were planning on being a naval power. Guess what? You are a naval power now. That's what the world has handed you, and it's a gift! Take up coastal trade and use your navy to assist in whatever land actions you're going to take.

    As a militarist, you don't have to finish the game by seizing every Capital. Instead, you can leverage your strength to create a vast nation with many cities (stolen from the hard work of others!). Using that power, it's easy to focus on Technology. Maybe you'll have trouble finishing off a few opponents and decide to rush past them for a Science Victory. Or use your income from all those cities to buy City-State friendships and dominate the Diplomatic side of the game.

    Always keep this in mind: There are five ways to win, and all of them are useful to your empire. Don't become so driven toward any single goal that you lose sight of the opportunities that develop. Cultural and Diplomatic nations frequently miss opportunities for wars that could net them substantial land, wealth, and power. They make this mistake because they get into a mindset that they're playing defensively.

    Defense should be a goal unto itself! It should be an action taken to protect yourself from an aggressive power that's in a better position than you. Should that balance ever change, be prepared to shift from defensive play to sudden aggression!

    When to Change
    • Militaristic Power: When Gold and Happiness stagnate or if your targets become too strong, use your size to dominate them if your military can't
    • Cultural Power: If rivals start to focus on Culture to combat you rather than defense, seize them by force
    • Diplomatic Power: Don't let another nation have many Delegates of their own; if you can't get their Delegates through bribes and Spies, take out your rival by force to silence them at the World Congress
    • Scientific Power: You're often set up perfectly for a war with better units on your side; should anyone feel too far behind you, use that as an excuse for easy conquest
    Don't Judge a Book by Its Cover

    Remember that your enemies understand these principles as well. Don't assume that the Aztecs will always invade you early in the game (though they probably will). More importantly, don't assume that Korea won't attack. Humans won't always play to their nations' strengths, especially if there is an advantage in switching their tactics in the short term.

    Use Your Spies and Diplomats

    Scouting with your units helps to uncover the field and look past other people's borders to an extent, but Spies and Diplomats are the best tools for knowledge. Using these, you can see into enemy cities and learn about their genuine intent. Gauge your target's military strength and the age of their martial technology, and see if they're trying to push research, infrastructure, wealth, or their military.

    If they're too strong to fight, prepare your border cities with defensive buildings (e.g., Walls and Castles), and station skilled ranged units at their garrison. Once secure, race for a higher tier of Technology. Your rival is trying to make this age the time of their expansion. Make yourself strong enough to fend them off, and hurry to get a technological lead so you can push back later.

    This type of spying is also quite useful when you're dealing with Wonder building. Look into their Capital to see what they're building. Is their Production higher than your Wonder-building city? What Great People are they generating? That can be a strong indicator of where someone is heading for the late game. If they're setting up points for Great Scientists, expect a Science push. Musicians getting a focus? That's a sure sign of Tourism being their push.

    Use this knowledge to adjust to other players' strategies. Don't simply try to play by yourself and play better than them. Look at your opponents and find ways to actively destroy their plans; that makes your own pursuits easier.

    For example, you notice that a Science contender is well on their way toward the Hubble Telescope. Seeing that they have only a few turns left on the project, you use a Great Engineer that you were saving to rush that Wonder in your Capital. This type of action not only helps your civilization but it also actively hurts your competitor.

    The same technique works against military powers. If your foe is focusing on siege weapons, make sure to train extra mounted units to outflank and destroy them. When the enemy shifts to defensive units, like Pikemen, back off on the mounted units and train Swordsmen/Longswordsmen instead.

    Stay informed so that you know when to shift your methods! Once someone stops being a major threat, move your Spies over to new cities to give yourself knowledge about your next target/adversary.

    Trade With Multiple Nations

    Caravans and Cargo Ships won't give you line of sight along their Trade Routes, but they can still serve many purposes. First, they make you a great deal of money. They improve relations with AI civilizations over time, and they accomplish the same thing with human players too (though to a lesser extent).

    People are quite willing to attack their own trade partners. Yet, they won't do it unless there is a compelling reason to do so. When forced to decide whether to attack a trade partner or a neutral party, most humans aren't going to like losing their income; they'll go after a nation that isn't making them money.

    So send your trade units far and wide to give yourself more survivability. In addition, these units tell you a few things. When an aggressive player marauds around the map, they have a hard time resisting chances to pillage and plunder. They'll usually take out trade units. If they're already willing to attack other nations, they won't care too much about upsetting traders, eh? Well, if you lose a trade unit in an area that doesn't have barbarian activity, that's an early warning that you need more scouts in that direction and to possibly prepare for an attack.

    It's not that you want to lose trade units, but having them warn you that enemies are in the region is somewhat useful. Just remind yourself to keep more defensive units on that flank in the future, to prevent even more losses.

    Sell What You Don't Need

    When playing with a mix of AI and human rivals, it's fun to sell strategic resources to any AI player that's near your human opponents. Arm these nations with Iron and Horses, at a profit, so that they're harder targets for your adversaries. If they lose anyway, you still have your resources to arm your own empire (or to sell to someone else)!

    Luxuries are another matter. The computer doesn't pay very well for these. Shop them around to human players to see if anyone is desperate enough to take you up on the offer. Get them to pay as much as you can. The added perk here is that the other player might be foolish and ignore their Unhappiness issue. If they don't rectify it, they'll continue to need your Luxuries. If you ever need to fight them, they'll lose that extra Happiness in a flash, perhaps pushing them into (or further into) the negatives.

    Money Is Still the Best Counter

    Science gives you the potential for better units in war and greater buildings for infrastructure, and it improves almost everything that you do. But it can't make you money by itself, it can't fight your wars, and it won't help you survive without investment in buildings and people.

    Your military can take enemy cities, ward off opponents, and patrol to keep the peace. But they cost money whether they're fighting or relaxing, and they won't win you the game unless all of your enemies are weak enough to plow under.

    Culture and Diplomacy let you play defensively and still rush for a chance at victory, but you need dozens of buildings and Wonders to get the most out of them.

    The universal lubricant for all of these powers and their downsides is money. Gold lets you rush buildings. It's immensely useful for Wonder builders because their Production cities won't have to waste time on buildings that improve their Production; Gold gets the job done instantly, freeing the cities to work perpetually on more important projects.

    Gold is king in a defensive war. It buys Walls and a garrison for your (foolishly undefended) city that comes under sudden attack. Without Gold, you'd lose cities like that every time. With Gold, you can shore up the defenses of the area to ensure that they hold until your army arrives to drive off the attackers.

    On offense, Gold is how to fund your army, purchase Courthouses, and stem the tide of Unhappiness that often accompanies even a successful war. Gold gets your new cities up to speed in a flash.

    Gold is your best friend, so you need to make as much of it as possible. International Trade Routes, City Connections, Markets, Banks, Stock Exchanges, and Merchants are only the beginning. Look for Policies that let you get the most bang for your buck; Commerce lets you save on road upkeep, construct Big Ben, and earn more cash in general. Big Ben makes all purchases cost less in your cities; it's a huge bonus for a financial empire.

    Multiplayer

    Skyscrapers, an Order Tenet, adds to this by reducing the cost of buildings that you purchase. If you're trying to buy infrastructure, that's a massive gem for your civilization. A large trade empire with Big Ben and Skyscrapers can do amazing things in the late game. For martial players, Mobilization allows Autocrats to save money as well. Take this and let your best military city work on its Wonders and martial buildings while instantly producing division after division of skilled troops. Make a railroad between that city and your frontlines, and watch enemies crumble under the weight.

    Why Is Gold Even Better in Multiplayer Games?

    Gold is great to have in any game, but there are a few reasons to seek it out even more when you're fighting other people. The computer is always somewhat predictable. You can see them massing for war along your border and know that the time to fight is nearing.

    People surprise you far more often. 'Wait, attacking me right now is stupid. You're doomed.' 'Sure, but this keeps you from winning.'

    Other players do things that aren't in their own interests. They can be manipulated by other players or might act out of spite just to keep you from winning the game—even if that means that someone else picks up the victory instead.

    These irrational decisions make Gold a lifesaver in multiplayer games. Gold reacts faster than armies, research, or diplomacy. It's your way of quickly beefing up your infrastructure, military, or anything else that is threatened by sudden player actions.

    Your job is to accrue as much wealth for yourself as possible while draining the accounts of your rivals. Now don't get us wrong; we're not talking about having too large a stockpile of Gold on hand at any specific time. Income is very important, and a decent reserve is good to have. Just be careful not to show up with 10,000 Gold on the 'who likes sparkly things the most' list.

    Other players can find out through diplomacy that you're making money hand over fist, but that still won't draw their attention as quickly as having immense reserves of cash simply lying around.

    Use excess money on whatever you need the most. Boost Science in times of peace. Create your army in times of war. Spread your Culture as needed. If everything is already going perfectly, use your Gold to purchase even more buildings that generate wealth. This way, you keep a slightly lower profile and boost your income higher and higher. When it reaches into the hundreds, you start to have genuine power concerning where the game is heading.

    Don't Pay Thugs

    Try not to buy off human players. Computers back off for a moderate time after pushing you for cash, but humans are awful about this. They'll either come to you again and again for more money or they'll take your Gold and use it to build an even more dangerous empire. If you're rich, make yourself a hard target. Prioritize ranged units, defensive buildings, and defensive Wonders (e.g., The Great Wall and Red Fort).

    Rule the Waves, Watch the Shores

    Trading nations already get so much out of their coastal cities (increased Trade Route values, better Food/Production from domestic routes, etc.). For a wealthy empire, the fun doesn't end there. It's also easier to defend naval routes from harm. Most enemies won't build massive navies until the end stages of the game. They'll have a substantial presence on the waves, but people worry about their land even more than they worry about the water around it.

    The units you use to patrol and defend your Trade Routes on the sea can quickly become spare defensive units in times of war. Construct ranged ships more often than melee so that your vessels can hurry to the coast and assist in your cities' defense if anyone comes calling. This ensures that your rivals need to outstrip your defenses on land and sea and do it for a long enough period to deplete your financial reserves.

    Focused Wonder Building

    Multiplayer games are a whole new world when it comes to building Wonders. There are only a few Wonders that the computer really cares about. You face stiff competition for The Great Library, but not usually for the Terracotta Army.

    Throw your single-player knowledge out the window when it comes to multiplayer Civilization. You face a much higher number of players that enjoy grabbing Wonders, and you won't know which ones they enjoy snagging until you've played each opponent several times. Even then, they might decide to mix things up to keep you on your toes so that you don't counter their plans.

    Even if you're a nation with Tradition, high Production in your Capital, and a focus on Wonder building, you can't simply queue each Wonder in turn and expect to get everything. Give it up! That's not going to happen on the highest levels against the AI, and it's never going to happen against skilled people either.

    Instead, pick your Wonders very early in the game. 'I'm going to get the Great Library and use it to learn Iron Working.' Boom, that's a plan. A somewhat common plan, but it's a good example. To make these things happen, devote your empire entirely toward that goal for a given period. Push all research toward Writing, have a Worker start improving tiles by your Capital as soon as possible, and start on the Great Library the moment you finish researching. Grow as quickly as you can while leading up to this point, and then switch almost entirely over to Production while the Wonder is being built.

    After reaching the mid-game, start saving Great Engineers for Wonders that are core elements of your strategy. 'I'll save this Great Engineer to rush the Statue of Liberty,' says the Freedom player with massive specialist cities.

    Not only does focused Wonder building prevent you from losing Wonders that are essential to your strategy but it also avoids a bloated score. You've probably noticed that Wonders contribute massively toward your point total in the Diplomacy Screen. Being on top is overrated! In fact, it's dangerous. Having eight more Wonders than your rivals feels good, until someone comes to steal your Capital because it's the most valuable city in the world. And because you've been harping on Wonders the whole game, you might not have the spare money or military to fight back.

    Don't get greedy. If other people end up grabbing Wonders that you want, be happy for them. Wish them well. And if they ever drop their guard, invade them without mercy and take everything they love.

    Opportunistic Aggression

    The first 50 turns of the game are so important that they cannot be overstressed. If you're able to establish a dominant Capital while limiting some of your opponents' ambitions, you're going to be in better shape throughout the entirety of the game.

    While scouting, always watch for other people's Workers and Settlers. These are often going to be properly guarded/watched, but there are always exceptions. Even if you were planning on peaceful expansion, give long consideration if you see a vulnerable civilian that's ripe for the taking. Losing a Worker, or far worse a Settler, can be worse for a young nation than losing an entire city in the mid-game. Unless you deeply value peace, punish anyone for a blunder of this magnitude. Steal their civilian and hurry home.

    Also, watch as other players grow. If they are in full infrastructure mode, they'll be completing Wonders, growing happily, and pushing up in the ranks (score wise). Once you have Mathematics, think about trashing players like this. When allowed to grow unchecked, they become extremely powerful and dangerous in the mid- or late game. Their unchecked development now pays for itself in spades. You can't afford to let them get away with this.

    Remember to bring more troops for a human siege than you would against an AI. The computer doesn't always focus fire on your siege units, but any human worth playing knows to kill those off as soon as they can. Even a crummy city and an Archer can do damage, so have extra siege equipment and enough melee units to be a threat to the city on their own. Playboy magazine articles philippines. You want the player to be scared enough to distribute their damage. When that happens, you get more time with your siege weapons and still have the option of piling troops onto the city to finish it off.

    At some point he will budge and give you a 'Map to the Hidden mines of Al-Aziz' in exchange for that Qualis Gem you probably blew on hookers 'n blow! A new town in the woods, Elacrai! Head there, talk with everyone in the castle hall, and enjoy the lore. Welcome to Prophesy of Pendor! 50 Comments Vern Jun 30. Prophesy of pendor mines. The Main goal of Prophesy of Pendor is to create a single Kingdom and unite the land while also being on good terms with a certain faction called 'The Noldor'.This also means smaller factions (Called Knighthood Orders) must be destroyed as well for complete victory. There is the option to support an Order and lead them to their own victory above all other Orders, but, this route is bugged. The Hidden Mines of Al-Aziz is a secret location in Pendor. Unlocking Edit. The only way to be able to discover Hidden Mines is by talking to the traveling peddler Brother Randalf and getting the map in exchange for one Qualis Gem. As of 3.9.4, he requires a Large Pouch of Diamonds instead. Once you trade for the map, the mines will be always shown in the map.