digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
Ahh... cultural victory. 50% of people saying it is so easy it reduces the difficulty by a whole level... the rest saying it is so hard that they have never pulled it off. Or anywhere near, for that matter.
I am the latter... of course, if you have been following the EVP series, thats nothing special. I have only pulled of domination once... in EVP I. And this time, I will be pulling off (hopefully) my first cultural victory!! Yippee!!
The EVP series (Every Victory Possible) is for all players who want to learn how to win in every victory condition. Tricks, tips, and examples are provided. And although we will choose a civ who is better than average at the victory condition, we won't choose the best, or most obvious.
Also, each game has 2 special 'victory conditions', to make the game more difficult, while improving skills.
So, here we go (Note: The partial and total victory conditions are different, as the original one was insanely basic...):
Victory condition: Cultural (all other victory conditions checked for the AI)
Partial Victory condition: All cities must have 80% cultural defences.
Total Victory condition: All cities must have 80% cultural defences, and must not capture a city from a non-barbarian city.
Civ: China
- UU: Chu-kon-nu. 6 strength, replaces Crossbowman, 1 extra first strike, as well as collateral damage.
- UB: Pavilion. Replaces Theatre, but also provides +50% culture.
Leader: Qin Shi Hung (Ind/Pro)
Map: Temperate, Terra, Huge map (12 civs), Epic speed, Noble difficulty.
From the outset, I think I will aim for just Partial Victory... as Total victory is too restrictive...
In addition, after each update, there will now be a report from the five advisors about the state of my empire. The advisors are the Scientific, Military, Economic, Foriegn, and finally, and most importantly, CULTURAL advisor.


4000 BC: Our great leader, and the starting location. Lots of hills, its gonna be a POWERFUL production city in the future.
3775 BC: Meet the Ethiopans (Thier city is to the West of mine, but unfortunatly, to the north of thier capital is the 'Ethiopian Desert', the largest known continuous desert, which will force them south, and to the East... to me)

3775 BC: Pop a hut, and grab 'The Wheel'. Either the AI was TERRIBLE at finding huts, or there were TONS of huts, as I must have popped at least 10 huts... grabbing 2 techs, 2 exp bonuses, 2 scouts, a warrior, 2 maps, and TONS and TONS of gold.
3650 BC: Meet the Egyptians (Hattie). Thier capital is to the east of me, but the surrounding terrain is unknown. (Its assumed there is coast, which means he will move towards me as well. REXing is in order...)
3425 BC: Meet the Holy Romans. These guys are to the Nor-West-West of me, beyond the Ethiopians.

3275 BC: Pop a hut, grab pottery.
3250 BC: Find out that the Egyptians have 2 gold sources, one in thier BFC, the other just outside it.
3225 BC: Meet the Incans. These guys are Nor-Nor-west, about as far away as the Holy Romans. But, yet again, they have coast to the north, and desert to the west, directing them, either at me, or east, towards India.
3175 BC: Meet the Indians (Asoka). They are almost as far north as Inca, but are likely to travel south, towards Egypt. They are north-east of my capital, about as far as the Incans.
3100 BC: Meet the Germans (Bismark). Thier capital is unknown, but assumed to lie either to the west of the Holy Romans, or between India and Inca, the first one being more likely.
2900 BC: Meet the Russians (Stalin). These guys are further north than any other civ... if it wasn't for the magical 'warming' of the palace, they would be in ice.
2800 BC: The Germans get the Herbal Medicine event... lucky sods. I LOVE that event.
2650 BC: Meet the Koreans. These guys are to the east of the Indians. Unfortunatly, my scout died before finding an assumed penensula south of Korea, which could potentially have a couple of civs in it...

2575 BC: Meet the Russian capital, further north than I expected. Yes, that is plains, next to snow and tundra. Poor guys... they don't stand a chance.
2350 BC: Meet the Arabians (Saladin). The capital is unknown, but they are the Hindu Holy City guys... so I open borders ASAP to grab a religion.
2200 BC: Meet the last guy I meet in this turn-set. Justinian of the Byzantines. Yet again, I don't know where his capital is, but it is PROBABLY to the east of me. I am also missing someone...
1775 BC: Grab an axeman, to defend my borders from the barbs. Who are getting very annoying. My Rexing is leaving me very worker-less, and military-less.

1600 BC: First trade: Fishing and Hunting for Meditation. What a deal!! But this means the Germans have Alphabet!!

1550 BC: Second trade, the very next turn: Archery for Priesthood.



1325 BC: Whip the Oracle, and get Alphabet. This gives some VERY nice information, I lead the world in research.

1300 BC: Accidentally sign open borders with Hattie... but one of the few civs with a trade route, its good. However, I normally only sign open borders with people with holy cities, for religions.
925 BC: Two archers move to my wonder production city (Nanjing). Although it has no metals, it has LOTS of mines and river-side plains... which means I will get a nice supply of resources from them.
850 BC: Trade Iron Working for Writing and Sailing with the Holy Romans.
825 BC: Trade Masonry for Sailing, just to get a trade route with the Indians, in order to get some extra resources... as I have several cows, and several rice. but it is in vain...
410 BC: After desperately attempting to get the mids for Herieditory Rule, I fail, as the Koreans get it. It was rather unlikely anyway... but at least I didn't waste any forests for it, as well as 313 gold, which is very important for REXing...
380 AD: The Indians grab Confusism, and the next turn they convert (as well as a Great Scientist, and adopting Caste System)
This has some pretty interesting effects. For one, there are 4 religions being played around.
Hinduism: India
Buddism: Holy Rome
Judaism: Ethiopia / Inca
Confusism: Arabia / Russia
Scientific: We have recently lost alot of technological advantage, partially due to the reduction in science to just 40%, to break even. However, we are regaining lost ground, with the loss of the Pyrimids, and the extra gold that has given us. In this game science is VERY important... as we will need all the tech we can get. (C+)
Military: Our milatery is dead in the middle of the civs... Russia is significantly stronger than us, but we are far away enough not to be seriously concerned. Ethopia is significantly weaker than us, but a war now would stretch our already weak economy. (C-)
Economic: Our ecomony is the pits now... we have 14 beakers a turn, at -4 GPT. We need more cottages, but with the worker force we have, that won't happen for some time, as we still have 2 cities with no improvements (but that will change very soon). Capturing the barbarian GPP city would really weaken our city, but hopefully the extra great people (and especially great artists) will stop this slip of resources. (D-)
Foriegn: We are cautious vs. all civs, but partially this is because of the lack of religions making it hard to pick good allies. As it is so early, it is hard to pick a side. And in 12 player civs, blocs rarely occur.
But I am siding with Germany (good tech trader... exactly who I need), Ethiopia (Powerful person in GNP) and probably Egypt... (C+)
Cultural: The Oracle was a nice pick of wonder... being the second highest cultural producer wonder, after stonehedge, and after Astronomy, its MUCH better than Stonehedge. The loss of the mids was sad, but not un-workable. As long as we get Drama and Music quickly, and then going for Theocracy (a tech I normally delay significantly) for the Sistene Chapel, Cathedrals (and hopefully, Christianity, so we can get an additional cathedral). (B+)
The lay of the land: Its SURPRISINGLY dry... so much plains / desert abounds... I do good in this, but prefer big cities, with lots of grassland. There are tons of food resources, which is good, but the main grassland is being claimed by Egypt faster than I can expand. I will be trying to grab 1 more food place in the North-West before Ethiopia (hopefully), and finally capturing that city. Here is the map (its amazing what 2 scouts and 2 warriors can do

The great River, is a river that, at assorted times, has its sources go through Indian, Egyptian, Chinese, Ethiopian, and Incan lands, and provides the main source of irragation for China (as well as Northern Egypt and North-Eastern Ethiopia). Terra Southena is a possible continent (or at least large island) to the south of the main continent. The Phillipinos is a small island chain. And the two deserts are HUGE... even the Great Desert, which is smaller than the Ethiopian Desert, is as large as the cultural influence of my most cultural city (my capital). The Ethiopian desert is 2-3 times that size :O
My 'filler' city, listed in the game (which I have edited so you can play along) will actually become a small, high production, early city, after I grab some cottages in my southern (Commerce) cities.
I am the latter... of course, if you have been following the EVP series, thats nothing special. I have only pulled of domination once... in EVP I. And this time, I will be pulling off (hopefully) my first cultural victory!! Yippee!!
The EVP series (Every Victory Possible) is for all players who want to learn how to win in every victory condition. Tricks, tips, and examples are provided. And although we will choose a civ who is better than average at the victory condition, we won't choose the best, or most obvious.
Also, each game has 2 special 'victory conditions', to make the game more difficult, while improving skills.
So, here we go (Note: The partial and total victory conditions are different, as the original one was insanely basic...):
Victory condition: Cultural (all other victory conditions checked for the AI)
Partial Victory condition: All cities must have 80% cultural defences.
Total Victory condition: All cities must have 80% cultural defences, and must not capture a city from a non-barbarian city.
Civ: China
- UU: Chu-kon-nu. 6 strength, replaces Crossbowman, 1 extra first strike, as well as collateral damage.
- UB: Pavilion. Replaces Theatre, but also provides +50% culture.
Leader: Qin Shi Hung (Ind/Pro)
Map: Temperate, Terra, Huge map (12 civs), Epic speed, Noble difficulty.
From the outset, I think I will aim for just Partial Victory... as Total victory is too restrictive...
In addition, after each update, there will now be a report from the five advisors about the state of my empire. The advisors are the Scientific, Military, Economic, Foriegn, and finally, and most importantly, CULTURAL advisor.
In the beginning...
4000 BC - 365 BC
4000 BC - 365 BC


4000 BC: Our great leader, and the starting location. Lots of hills, its gonna be a POWERFUL production city in the future.
3775 BC: Meet the Ethiopans (Thier city is to the West of mine, but unfortunatly, to the north of thier capital is the 'Ethiopian Desert', the largest known continuous desert, which will force them south, and to the East... to me)

3775 BC: Pop a hut, and grab 'The Wheel'. Either the AI was TERRIBLE at finding huts, or there were TONS of huts, as I must have popped at least 10 huts... grabbing 2 techs, 2 exp bonuses, 2 scouts, a warrior, 2 maps, and TONS and TONS of gold.
3650 BC: Meet the Egyptians (Hattie). Thier capital is to the east of me, but the surrounding terrain is unknown. (Its assumed there is coast, which means he will move towards me as well. REXing is in order...)
3425 BC: Meet the Holy Romans. These guys are to the Nor-West-West of me, beyond the Ethiopians.

3275 BC: Pop a hut, grab pottery.
3250 BC: Find out that the Egyptians have 2 gold sources, one in thier BFC, the other just outside it.
3225 BC: Meet the Incans. These guys are Nor-Nor-west, about as far away as the Holy Romans. But, yet again, they have coast to the north, and desert to the west, directing them, either at me, or east, towards India.
3175 BC: Meet the Indians (Asoka). They are almost as far north as Inca, but are likely to travel south, towards Egypt. They are north-east of my capital, about as far as the Incans.
3100 BC: Meet the Germans (Bismark). Thier capital is unknown, but assumed to lie either to the west of the Holy Romans, or between India and Inca, the first one being more likely.
2900 BC: Meet the Russians (Stalin). These guys are further north than any other civ... if it wasn't for the magical 'warming' of the palace, they would be in ice.
2800 BC: The Germans get the Herbal Medicine event... lucky sods. I LOVE that event.
2650 BC: Meet the Koreans. These guys are to the east of the Indians. Unfortunatly, my scout died before finding an assumed penensula south of Korea, which could potentially have a couple of civs in it...

2575 BC: Meet the Russian capital, further north than I expected. Yes, that is plains, next to snow and tundra. Poor guys... they don't stand a chance.
2350 BC: Meet the Arabians (Saladin). The capital is unknown, but they are the Hindu Holy City guys... so I open borders ASAP to grab a religion.
2200 BC: Meet the last guy I meet in this turn-set. Justinian of the Byzantines. Yet again, I don't know where his capital is, but it is PROBABLY to the east of me. I am also missing someone...
1775 BC: Grab an axeman, to defend my borders from the barbs. Who are getting very annoying. My Rexing is leaving me very worker-less, and military-less.

1600 BC: First trade: Fishing and Hunting for Meditation. What a deal!! But this means the Germans have Alphabet!!

1550 BC: Second trade, the very next turn: Archery for Priesthood.



1325 BC: Whip the Oracle, and get Alphabet. This gives some VERY nice information, I lead the world in research.

1300 BC: Accidentally sign open borders with Hattie... but one of the few civs with a trade route, its good. However, I normally only sign open borders with people with holy cities, for religions.
925 BC: Two archers move to my wonder production city (Nanjing). Although it has no metals, it has LOTS of mines and river-side plains... which means I will get a nice supply of resources from them.
850 BC: Trade Iron Working for Writing and Sailing with the Holy Romans.
825 BC: Trade Masonry for Sailing, just to get a trade route with the Indians, in order to get some extra resources... as I have several cows, and several rice. but it is in vain...
410 BC: After desperately attempting to get the mids for Herieditory Rule, I fail, as the Koreans get it. It was rather unlikely anyway... but at least I didn't waste any forests for it, as well as 313 gold, which is very important for REXing...
380 AD: The Indians grab Confusism, and the next turn they convert (as well as a Great Scientist, and adopting Caste System)
This has some pretty interesting effects. For one, there are 4 religions being played around.
Hinduism: India
Buddism: Holy Rome
Judaism: Ethiopia / Inca
Confusism: Arabia / Russia
Advisors
Scientific: We have recently lost alot of technological advantage, partially due to the reduction in science to just 40%, to break even. However, we are regaining lost ground, with the loss of the Pyrimids, and the extra gold that has given us. In this game science is VERY important... as we will need all the tech we can get. (C+)
Military: Our milatery is dead in the middle of the civs... Russia is significantly stronger than us, but we are far away enough not to be seriously concerned. Ethopia is significantly weaker than us, but a war now would stretch our already weak economy. (C-)
Economic: Our ecomony is the pits now... we have 14 beakers a turn, at -4 GPT. We need more cottages, but with the worker force we have, that won't happen for some time, as we still have 2 cities with no improvements (but that will change very soon). Capturing the barbarian GPP city would really weaken our city, but hopefully the extra great people (and especially great artists) will stop this slip of resources. (D-)
Foriegn: We are cautious vs. all civs, but partially this is because of the lack of religions making it hard to pick good allies. As it is so early, it is hard to pick a side. And in 12 player civs, blocs rarely occur.
But I am siding with Germany (good tech trader... exactly who I need), Ethiopia (Powerful person in GNP) and probably Egypt... (C+)
Cultural: The Oracle was a nice pick of wonder... being the second highest cultural producer wonder, after stonehedge, and after Astronomy, its MUCH better than Stonehedge. The loss of the mids was sad, but not un-workable. As long as we get Drama and Music quickly, and then going for Theocracy (a tech I normally delay significantly) for the Sistene Chapel, Cathedrals (and hopefully, Christianity, so we can get an additional cathedral). (B+)
The lay of the land: Its SURPRISINGLY dry... so much plains / desert abounds... I do good in this, but prefer big cities, with lots of grassland. There are tons of food resources, which is good, but the main grassland is being claimed by Egypt faster than I can expand. I will be trying to grab 1 more food place in the North-West before Ethiopia (hopefully), and finally capturing that city. Here is the map (its amazing what 2 scouts and 2 warriors can do


The great River, is a river that, at assorted times, has its sources go through Indian, Egyptian, Chinese, Ethiopian, and Incan lands, and provides the main source of irragation for China (as well as Northern Egypt and North-Eastern Ethiopia). Terra Southena is a possible continent (or at least large island) to the south of the main continent. The Phillipinos is a small island chain. And the two deserts are HUGE... even the Great Desert, which is smaller than the Ethiopian Desert, is as large as the cultural influence of my most cultural city (my capital). The Ethiopian desert is 2-3 times that size :O
My 'filler' city, listed in the game (which I have edited so you can play along) will actually become a small, high production, early city, after I grab some cottages in my southern (Commerce) cities.

































































)
anyway!