I'm new to the Civilization franchise and was just wondering if conquering early game is worth it. Should I upgrade my civilization and unleash my fury when I have everything unlocked or is there some merit to conquering a civ here or there when still in the medieval era. I ask this because (I'm playing right now) I personally don't see the benefit in just wasting early game units when I can just upgrade everything and unleash hell later on when I have all the fun stuff 🙂
Civilization – Basic attack strategy for Civilization 5
civilization-5
Related Solutions
Short answer: Maintenance is a function of the turn and the number of units. The function resembles a third degree polynomial for both variables.
Advice for keeping maintenance low: Don't keep a lot of units, as each new unit costs more than the last. If you are going to have a lot of units, have them early in the game, where the costs are still bearable.
Analysis: I tried to edit the global settings as bwarner suggested. Here is what I found:
Turn Units MULTI DIVISOR Maintenance cost
46 10 0 0 0
46 10 1 1 6
46 10 20 0 0
46 10 20 1 18
46 10 20 2 16
46 10 20 3 15
46 10 20 20 14
46 10 100 1 73
46 10 10000 1 10005
46 10 100000 1 123533
46 10 1000000 1 1526640
46 10 1000 1 818
47 10 1000 1 847
48 10 1000 1 878
49 10 1000 1 909
50 10 1000 1 941
51 10 1000 1 973
52 10 1000 1 1007
53 10 1000 1 1041
54 10 1000 1 1076
46 10 10000 1 10005
47 10 10000 1 10417
48 10 10000 1 10842
49 10 10000 1 11280
50 10 10000 1 11731
51 10 10000 1 12195
52 10 10000 1 12674
53 10 10000 1 13167
54 10 10000 1 13675
55 10 10000 1 14198
56 10 10000 1 14737
It takes some time to reload the game between trials. Apparently setting either of these settings to zero reduces the cost to zero. We can also conclude that raising the multiplier increases cost, and raising the divisor lowers it.
While this is obviously not an answer, I posted it anyway as I don't have enough reputation to add a comment. Maybe if we work together on solving this problem we might discover the answer. By the way I did some regression analysis on the numbers, but I wasn't able to find anything useful.
EDIT: I tried to change the INITIAL_GOLD_PER_UNIT_TIMES_100 value as well, but that didn't seem to have any effect on maintenance cost.
EDIT 14th of oct: I've updated with some more data that seems to shed a little more light on the issue. Increasing the multiplier to a large number has two advantages:
- It clears the shroud of rounding (maintenance can apparently only be an integer).
- It puts focus on the particular product of the equation that is supposedly multiplied
A couple of observations can be made about the formula:
- Each spin of the turn counter increases maintenance cost
- Increasing the multiplier increases the cost by more than a proportional amount
- Each spin of the turn counter increases maintenance cost more than the last, in absolute terms
- Each spin of the turn counter increases maintenance cost less than the last in relative terms
- Polynomials share those two last properties
Feel free to chime in with any considerations you might have.
Here is some more data:
- Two units, 1000 multiplier, 1 divisor, turn 6 - 100
- 2-20 units, 1000 multiplier, 1 divisor, turn 133-163
EDIT 22nd of October: The patch that has come out changes the formula. I will take a further look and then report back. What is obvious already is that the only-every-second-unit-counts rule is gone. I have updated the advice in the top to reflect that.
Multiple editions of Civlization 5 have been released.
Some as retail boxed versions, others as digital downloads.
The premium editions contain bonuses which range from:
- metalic figurines
- art work
- music tracks
- behind the scenes videos
- extra civilizations
- map packs
- posters / misc. memorabilia
Many retail stores provided different or unique perks included in the list above, so it is difficult to give a full list. Also it is not possible to buy a supreme version with all the perks listed above.
Note that There is no hard copy manual released with any versions of Civlization 5, further more there are no hard copies of the technology tree.
See this link: http://www.civilization5.com/#/community/feature_socialresponsibility
We’ve made the formerly 200+ page printed manual an improved interactive PDF. This PDF manual allows you to click on screenshots to see them clearer than thumbnails, navigate much easier with clickable links, and most importantly, look forward to manual updates as we make changes to the game. But don’t take my word for it; I have a sample of the manual for you to check out: Click here to see the sample. Included in the retail copies is a small quick-start manual to get you up and running as quickly as possible.
The last sentence references a small pamphlet included in retail copies, but not the full manual.
What you may have seen on youtube was the Collectors edition artwork book
This is not the manual, but a picture book containing artwork related to the game. As far as I know, this edition was only produced as a once only batch when the game was released and it is quite difficult to find copies for sale.
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Best Answer
There is significant advantage to conquering in the early game. Your Civ's power is almost always directly related to the size of your empire, except for the hit to happiness due to size, and potentially income drain if you don't build your economy properly.
Thus, the earlier you get big, the more of an advantage you will have. I tend to try to time my conquering with the advent of new siege units. Usually this means I will go on my first conquering spree when Catapults come along. This is pretty early in the game by any standard.
Trebuchets are a small improvement by comparison, but when Cannons and Artillery enter the game, these are both times to start picking fights.
Artillery in particular start with Indirect Fire and one additional point of range compared to previous siege units. If you get there first and have a strong lead by this point in the game, it's pretty much game over for the AI.
The siege units allow you to down cities quickly and with minimal losses to your army. If you're ahead technologically, taking these units into battle will almost always end in a decisive victory for your side.
Do note that these siege units should be trailing behind whatever front-line infantry is modern at the time you start your attack. By themselves, they're fairly weak and won't stand up to melee attacks.
Once you've conquered a single neighbor, chances are you're going to be ahead in most meaningful metrics. Thus, you'll get to the next siege unit milestone earlier, and can more easily conquer your next foe. This snowball effect means that the earlier you start, the quicker you win.
Finally, if you get to the point where you're playing for score, the earlier you finish the game, the higher your score will be. The fastest way to win is by far conquering the other Civs and taking their capitals. Thus, it's a solid strategy when playing for score to conquer early and conquer often.