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Old 09-27-2010, 04:52 PM   #321
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Originally Posted by octothorp View Post
Hey, this issue may not be widespread because I'm running it on a bootcamped macbook pro, but I can't skip the startup video (the father and son one). It starts playing and I try all the usual things (escape, enter, space, mouseclick, etc.) and just end up mashing my keyboard in frustration and eventually it skips after playing for about 45 seconds. For you PC guys, is it just a case of clicking anywhere or hitting any key skips you through it?
This intro video acts as a loading screen.

You can disable it by doing this;

  • Browse the following directory: My Documents\My Games\ Sid Meier’s Civilization 5
  • Find the file called “UserSettings.ini”.
  • Once the file is open, find the “SkipIntroVideo” setting which is set to 0. (You can use CTRL + F to find it fast)
  • Set “SkipIntroVideo” to 1 and the intro should not come up when you start the game anymore.
However, you may be stuck at watching a blank screen for a while instead.
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Old 09-27-2010, 05:17 PM   #322
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Hey, this issue may not be widespread because I'm running it on a bootcamped macbook pro, but I can't skip the startup video (the father and son one). It starts playing and I try all the usual things (escape, enter, space, mouseclick, etc.) and just end up mashing my keyboard in frustration and eventually it skips after playing for about 45 seconds. For you PC guys, is it just a case of clicking anywhere or hitting any key skips you through it?
As the above poster mentioned, its just a loading screen. It lets you skip it (spacebar), once the menu and game are fully loaded. If its taking 45 seconds, then thats how long things are taking to get going.

If the game is the only thing running, I can skip pretty much instantly, but if Ive got a bunch of things running it usually takes 5-10 seconds before I can skip. YMMV
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Old 09-27-2010, 05:20 PM   #323
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It doesn't let you skip until it loads the next menu system or something, for me it's about 5 seconds until escape works.

You can turn it off though:

Go to "My Documents/My Games/Sid Meier's Civilization V/"
Open the file "usersettings.ini"
Search for the option "SkipIntroVideo = 0" and change the 0 to a 1

EDIT: too slow
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Old 09-27-2010, 05:26 PM   #324
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I really need to reformat. it takes me about 30 seconds to get to the main menu.
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Old 09-28-2010, 01:51 AM   #325
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SSD worth!
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Old 09-28-2010, 03:24 PM   #326
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First time Civ player here...

I have a three city state and I can't get a single worker to do anything anymore through automation. I have plenty of land that hasn't been developed. And my trade routes are both broken (those are maintained by workers right?).

If I force them to do something, and them put them on automation, they go running back to the city and twiddle their thumbs.

I've restarted the game twice. Am I doing something wrong?
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Old 09-28-2010, 03:26 PM   #327
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One thing I found out, is that if a road goes through a special hex with cow or horses is that the improvment breaks the road and hence the trade route. I couldnt believe it when it happened, I thought i was crazy but.

Same the other way, if you build a road on an improvment on a special tile that also breaks the improvment. Doesnt seem to affect farming or mining improvment.
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Old 09-28-2010, 03:33 PM   #328
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Quote:
Originally Posted by RW99 View Post
First time Civ player here...

I have a three city state and I can't get a single worker to do anything anymore through automation. I have plenty of land that hasn't been developed. And my trade routes are both broken (those are maintained by workers right?).

If I force them to do something, and them put them on automation, they go running back to the city and twiddle their thumbs.

I've restarted the game twice. Am I doing something wrong?
Yeah, unfortunately some of the AI seems to be a little... broken (for lack of a better term) when it comes to automation and path-finding.

A good example: I wanted to have one of my units go from the north end of a long, skinny continent to the south end. I clicked for him to move and many, many turn later, he appears in the middle of an ocean far, far away. I was confused.

I havan't bothered to have my workers on automated duties. They will tend to build trading posts where you want farms and vice versa. They may also chop down forests, jungles, etc.

It's a bit micro-managey, but I would recommend giving orders manually to your workers. When there's nothing to do, I just make them sleep until I need them for something.
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Old 09-28-2010, 03:34 PM   #329
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Originally Posted by mykalberta View Post
One thing I found out, is that if a road goes through a special hex with cow or horses is that the improvment breaks the road and hence the trade route. I couldnt believe it when it happened, I thought i was crazy but.

Same the other way, if you build a road on an improvment on a special tile that also breaks the improvment. Doesnt seem to affect farming or mining improvment.
Just saw this post too. Interesting.

Are you certain this is what is going on? I would screenshot it and send it to 2K Games as a bug. That seems massive and I guess I'm luck to have avoided that particular situation through fluke.
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Old 09-28-2010, 03:34 PM   #330
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Yeah, unfortunately some of the AI seems to be a little... broken (for lack of a better term) when it comes to automation and path-finding.

A good example: I wanted to have one of my units go from the north end of a long, skinny continent to the south end. I clicked for him to move and many, many turn later, he appears in the middle of an ocean far, far away. I was confused.

I havan't bothered to have my workers on automated duties. They will tend to build trading posts where you want farms and vice versa. They may also chop down forests, jungles, etc.

It's a bit micro-managey, but I would recommend giving orders manually to your workers. When there's nothing to do, I just make them sleep until I need them for something.

Throughout the many many many days I've given to the Civ series over my lifetime, I've always just cranked my workers on automate. Civ5 is the first time I'm manually assigning them since they appear to be suffering from AI downs or something.
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Old 09-28-2010, 03:52 PM   #331
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One thing I found out, is that if a road goes through a special hex with cow or horses is that the improvment breaks the road and hence the trade route. I couldnt believe it when it happened, I thought i was crazy but.

Same the other way, if you build a road on an improvment on a special tile that also breaks the improvment. Doesnt seem to affect farming or mining improvment.
I don't believe this. Are you positive? I only build roads to connect cities. Many of my roads have gone through hexes with resources on them, and I don't ever recall that breaking the trade route. Perhaps I was connected with a water trade route, but I don't think so because not all of my cities were accessible by water.

Re: Workers - Automated workers in Civ 4 wasn't the best for your cities either, But you could get by. The change in Civ 5 is that tiles cost a lot to maintain. You almost need to micromanage what tiles are improved around you cities to get the most out of them. And automatically upgrading every tile in an area is not a good idea. You will go bankrupt.

Now, I only upgrade tiles that citizens are working. There is no sense in having an unworked tile that is developed because it costs you money that could be going to your treasury.

Last edited by worth; 09-28-2010 at 04:03 PM.
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Old 09-28-2010, 04:21 PM   #332
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Re: Workers - Automated workers in Civ 4 wasn't the best for your cities either, But you could get by. The change in Civ 5 is that tiles cost a lot to maintain. You almost need to micromanage what tiles are improved around you cities to get the most out of them. And automatically upgrading every tile in an area is not a good idea. You will go bankrupt.

Now, I only upgrade tiles that citizens are working. There is no sense in having an unworked tile that is developed because it costs you money that could be going to your treasury.

Wait, improvements cost money? Aside from roads, this is news to me....are you sure?
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Old 09-28-2010, 04:24 PM   #333
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Originally Posted by octothorp View Post
Hey, this issue may not be widespread because I'm running it on a bootcamped macbook pro, but I can't skip the startup video (the father and son one). It starts playing and I try all the usual things (escape, enter, space, mouseclick, etc.) and just end up mashing my keyboard in frustration and eventually it skips after playing for about 45 seconds. For you PC guys, is it just a case of clicking anywhere or hitting any key skips you through it?
I have problems skipping it as well. Sometimes it'll skip after i give up pounding on the keyboard, other times it goes all the way to conclusion.
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Old 09-28-2010, 04:27 PM   #334
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Never mind, I was mistaken. I misread this thread:

http://forums.civfanatics.com/showthread.php?t=383836
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Old 09-28-2010, 07:53 PM   #335
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SDK is on steam now. World builder and such are on there.
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Old 09-28-2010, 07:57 PM   #336
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I don't believe this. Are you positive? I only build roads to connect cities. Many of my roads have gone through hexes with resources on them, and I don't ever recall that breaking the trade route. Perhaps I was connected with a water trade route, but I don't think so because not all of my cities were accessible by water.

Re: Workers - Automated workers in Civ 4 wasn't the best for your cities either, But you could get by. The change in Civ 5 is that tiles cost a lot to maintain. You almost need to micromanage what tiles are improved around you cities to get the most out of them. And automatically upgrading every tile in an area is not a good idea. You will go bankrupt.

Now, I only upgrade tiles that citizens are working. There is no sense in having an unworked tile that is developed because it costs you money that could be going to your treasury.
It doesnt break the trade route, it breaks the improvment.

If you build a road on an improvment it breaks the improvement.
If you build an improvement on a road it breaks the road. I assume you can only have one or the other, similar to farm and markets.

Automated workers are terrible.
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Old 09-28-2010, 09:54 PM   #337
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I've had roads on improvements (farms, markets, mines, etc).
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Old 09-29-2010, 07:02 AM   #338
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Originally Posted by Crazy Bacon Legs View Post
Yeah, unfortunately some of the AI seems to be a little... broken (for lack of a better term) when it comes to automation and path-finding.

A good example: I wanted to have one of my units go from the north end of a long, skinny continent to the south end. I clicked for him to move and many, many turn later, he appears in the middle of an ocean far, far away. I was confused.

I havan't bothered to have my workers on automated duties. They will tend to build trading posts where you want farms and vice versa. They may also chop down forests, jungles, etc.

It's a bit micro-managey, but I would recommend giving orders manually to your workers. When there's nothing to do, I just make them sleep until I need them for something.
The exact same thing happened to me. I wonder where the hell a unit went, and a few turns later he shows up in the middle of the ocean... That aside, I am not going to complain that they released it without it being ready.
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Old 10-01-2010, 12:39 PM   #339
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Anyone know if it's possible to renegotiate open borders before they run out? The worst is when I'm exploring my neighbors lands and the Open Borders treaty runs out and they get teleported somewhere else.
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Old 10-01-2010, 01:45 PM   #340
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Anyone know if it's possible to renegotiate open borders before they run out? The worst is when I'm exploring my neighbors lands and the Open Borders treaty runs out and they get teleported somewhere else.
I haven't found a way.

While we're on the subject though, does everyone think that open borders treaties should be permanent until someone breaks them (more like a pact of cooperation/secrecy that a trade)? I downloaded a mod that makes a huge Earth map with realistic start locations for all the civs and it's getting kind of annoying having to "trade" open borders to a different civ every other turn.
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