![]() ![]() The sites aren’t placed arbitrarily: they’re the locations of actual battles or important events from earlier in the game. RuinsĪrcheology turns out to be really cool. As the archeologists pop out of their universities in their Indiana Jones hats, I send them on epic journeys to each of the 27 ruins scattered all across the world. Every city in my empire is now only allowed to produce archeologists to find artefacts and Museums to house them. Once I’ve researched it, I stop everything. Looking further down the tech tree, though, I see that Archeology lets you find Artefacts that also generate tourism – in fact, they seem to be the only other thing that does. I’ve trained a few great writers and now artists, but I’m still not seeing how I’m going to crush three other civilisations with the pathetic amount of tourism they’ve generated. The other island is occupied by three civs, suggesting that none of them tried skipping military to build culturey stuff. When I get the technology to travel overseas, I tell all of my military units to go exploring, and they spread out in all directions to find out what the world looks like. The whole island is mine now, so I build new cities in the ashes and focus on culture again. “Well, I certainly wasn’t expecting that.” When Indonesia is gone and Portugal loses her last city, the queen opens a dialogue. – As I take each city, I’m told I can occupy it or make it a puppet – I decline. – Indonesia offers me money, gems and a whole city to spare them – I decline. – Portugal pleas for peace after I take the first city – I decline. – I wipe out both their militaries in a few turns. – I buy a dozen squads of the best archers I can. You can use it to buy units instantly instead of waiting to train them, but this is limited to one per city each turn. The only things I have a lot of are cities, because I got paranoid about being behind, and money, because I haven’t figured out what money is for. The other two civs on my island notice this and declare war on me. The other two civs on my island are both Friendly towards me, so I haven’t built any military. This is not my understanding of tourism, but OK. I focus on researching and building culturey stuff, and I’m told that to win a culture victory you need tourism, and to generate tourism you need a great writer to write something great. I meet the other civs, who aren’t as far ahead as I feared, and frantically grab all the unclaimed land around them with new cities. It’s almost complete when I discover that a new rule prevents your population from growing while training a Settler, even if you have plenty of food. Producingĭesperate to catch up with the other civs, who I presume are way ahead of me now, my city’s first project is to train a new Settler. I should mention that I’ve only ever played one game of Civ V before this. This is also when I notice that my scout is called a ‘Settler’ and that I was meant to use him to found a city almost immediately. 15 years in, I notice I don’t have a city. I spend a while exploring in opposite directions with my starting warrior and a scout-type unit. I just finished my first game of Civilization V with the Brave New World add on, which is focused on culture and stuff. #define AK ios::sync_with_stdio(0),cin.tie(0),cout.Taking The World With Tourism, A Civilization V Story If there are multiple ways to do so, you are allowed to choose any of them.ĭima finds it hard to execute Andrew's queries, so he asks you to help him. ![]() Otherwise, you need to merge the regions as follows: choose a city from the first region, a city from the second region and connect them by a road so as to minimize the length of the longest path in the resulting region. If the cities lie in the same region, then no merging is needed. Andrew asks Dima to merge the region where city x lies with the region where city y lies.Andrew asks Dima about the length of the longest path in the region where city x lies.We assume that two cities lie in the same region if and only if, there is a path connecting these two cities.ĭuring the game events of two types take place: The length of the described path equals to ( k - 1). A path is such a sequence of distinct cities v 1, v 2, ., v k, that there is a road between any contiguous cities v i and v i + 1 ( 1 ≤ i < k). Between any pair of cities there either is a single (unique) path, or there is no path at all. ![]() The game has n cities and m bidirectional roads. Andrew plays a game called "Civilization". ![]()
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