Sid Meier's Civilization V

Sid Meier's Civilization V

Cthulhu Civ
Ashe_Black 7 Aug, 2014 @ 7:27pm
Update: 7 Aug Discussion
I agree with all of your points in keeping the civ as it is. To me from looking at the comments I don't think anyone actually played with it on a decent difficulty level.

I'm a bit surprised you removed the unit capturing and the terrain ignore feature of the shoggoth. I thought the unit capturing was the most defining feature of the Shoggoth.

On my immortal playthrough I have had only two instances where I was able to actually use the captured units since the AI just blasts them out of existence before my next turn.

It seems like since most of the concern of the "op-ness" of this civ is from the UU. Here is my take on it;

Keep the shoggoth as it is, but remove the ignore terrain ability, and if possible, increase the unit upkeep costs? It may deter people from spamming them and just roll over everyone in a wave. (though I still needed air and artillery support for my Shoggoths, you can't just win with straight up Shoggoths late late game)

Adding unhappiness to the bloodshrine and/or the shoggoth seems like pure overkill. It's hard enough already to open with piety/ attempt a tradition/piety opener.
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cicero225  [developer] 8 Aug, 2014 @ 1:44am 
Unit upkeep costs are hard coded into the game. Without editing the dll, the best I could do is simulate them by counting how many a player has and adding a building to the capital that does nothing but has X maintenance. Which would be close enough, actually, but kind of loopy.

I was willing to take the unit capturing off because I have had multiple experiences on Emperor where I did in fact manage to steamroll a comp because of it:
1) capture unit
2) upgrade unit to shoggoth
3) continue offensive with no economic sacrifice from my cities

Though that could be a Emperor/Immortal difference there.

It is a bit of a unit defining feature, and I was saddened to take it off, but as it currently is, capture rates are really high (80% for anything great war infantry or lower). Unfortunately, I can't change the percentages without reimplementing, which would be another project. I am thinking about it, though.

Unhappiness to the bloodshrine is probably the more radical of the two ideas, and I probably won't do it. It affects early game, and forces you to go religious buildings, which is not the kind of forcing I like. Shoggoths, though...by that stage in the game, you should be more than capable of eating the unhappiness if you have to...it's just to slow conquest a little.

Ashe_Black 8 Aug, 2014 @ 9:30am 
>Though that could be a Emperor/Immortal difference there.

I think my playthrough was a bit harder than usual, I intentionally set up the game with Railgun, Korea, Babylon, Siam, Mayans, India and England, it was very fast paced.
Breadsmith 9 Aug, 2014 @ 12:05am 
The only thing that could be considered "OP" is the shrine giving such better yeilds to coastal spaces. By the time the Shoggoth comes into the equation, you've already either won the domination game, or planes are around the corner. :9mm:
taylorimes 15 Aug, 2014 @ 7:05am 
I can't get it to work since the update, any help would be apreciated.
cicero225  [developer] 15 Aug, 2014 @ 10:27pm 
@taylorimes There's nothing I can think of in the update that would have broken anything, unless the updater failed and somehow only download some new files and not others.

Are you playing with other mods? You could also try unsubscribing, deleting the Cthulu civ from ..\Documents\My Games\Sid Meier's Civilization 5\MODS\Cthulhu Civ (v 1), then resubscribing.
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