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Civ 5 remove holy city
Civ 5 remove holy city





3 -> 5 goody huts of decent impact seem to be the norm. The early game income is actually from map exploration, so I am not surprised at my Gold, +1 Pop, Mining, + Weapons (a Pictish Warrior!) haul. Initial build is Scout -> Scout -> Monument.

civ 5 remove holy city

The basic plan for this game is to "play the map" while trying to leverage the Civ 5 religious system somewhat. I think I actually like the outcome though: more starts are playable, and, regardless, by turn 40 player actions matter as much as they ever have. In Civ 5 starts all get smoothed a little by the power of the +3 gold, +3 beaker, +3 prod palace which feels a little weird at first. No river, no Granary boosted food (Wheat, Deer, and Bananas, strangely enough). This is my third game of Civ 5, so while I am certain that there are still major features/quirks that I know nothing about, I don't think that this is a great start. While I am very thankful that T-Hawk posted the initial save (and somewhat surprised that I could load it without some sort of DLC crapout), it looks like my initial city has already been established in this inglorious location: So it was a pleasant suprise that I enjoyed Civ 5 right off the batįor clarity, this is the game that I am shadowing:

civ 5 remove holy city civ 5 remove holy city

I remember being dubious about Civ 2 -> SMAC, disliking SMAC -> Civ 3, and hating Civ 3 -> Civ 4. Since it has been a few years since I played a Civ game, I think Civ 5 might not initially annoy me as much as it otherwise would.







Civ 5 remove holy city