Deity Culture Victory Guide

As builderftw has pointed out, the great concert strength is calculated at spawn and not punctually when used. I simply want to point out that GS are the same now with BnW. This is a fairly big change with GnK and encourages you to use them immediately, whether settle or bulb is optimal.

The science amount from a GS bulb is conveniently displayed now, but it changes from turn to turn. Only the GM bulb is fixed at GM creation.

Is there a way to turn off everything on the map except antiquity sites? I just went back to a game I finished (to check the GS bulb thing), and found one right next to one my cities that I never saw before.
 
woohoo, thanx!

I finally finished my first game ever in BNW as Shoshone (Emperor though), and managed to win via culture on t312.
Considering how little i knew of what i was doing (and i can see now some of the big mistakes i made), i am looking forward to using your guide to improve a bit :D
 
This is great guide!

I only tried immortal culture so far but I can see some of the strategies are similar.

Three comments I would like to make:
Firstly, Writer guild: work this as soon as possible. Artist guild: preferably built slightly before you are about to enter Renaissance era so that your first GA is in Ren era. Music guild: I like to build it before the oxford that leads to Modern era, so that your first GM is in Modern era.

Secondly, I think skip education is plausible and steal it from the first civ entering Ren. After philosphy Go straight into Drama, Metal Casting, Civil Service, Machinery, then Printing Press. Work a engineer specialist that gives you Global threater. Hard built Pizza, since so early it is guaranteed. Not sure if it affects tech rate that much.

Lastly, I think Archeology should be delayed if no AI opens Exploration. Open Scientific Theory for industry era, Electricity and bulb to Moden era. Hence industry era will be very short, as you want to generate GM asap but not wasted on other era, well, if capital is coastal, then the first non-modern GM has some usage in SOH, otherwise it is completely wasted.
 
I'm playing on Polish version of Civ so I don't get all of the shortcuts that you are using like GM, RT or RU. Could you expand all of them?
 
I'm going to have to disagree with rushing aesthetics right out of tradition. Not that it is bad but besides the opener for GPP and uffizi, there is really no rush in getting deep into that tree. You will want the first policy to the left slightly before archeology to hard build amph/OH/museums real fast in your satellite cities so that they can host more artifacts but everything else can reasonably be delayed.

I don't think Science at that stage is as important for wonders as hammers. I went 4 down, and I can see an argument for going 3 down instead, but that +33% culture plus a golden age policy is very very nice. Remember, Golden Age = hammers. +33% culture output (between CSs and the culture output of your non-wonder cities, probably effectively +20%) will help you reach your 3rd-tier ideology policy faster than going directly to Rationalism opener.

The statement about order possibly being better freedom lacks understanding of how multiplicative bonuses apply to the late game GMs. Since the freedom bonus comes from a building, it improves the raw TPT output of your cities aka your "base" output effectively contributing to your GMs. The order policy, however, does not as it is a civ dependant modifier. In the very case of my Shoshone game above, the broadcast tower bonus 34%, in my capital alone was giving me 339*.34=115 TPT (+4+5 from the 2 satellite cities) so going freedom instead of order gave me about 5k GM power (~125TPT*10turns equivalent*4GMs). Also, the +4 culture to landmarks affects the "BASE" output whereas the other happiness based bonus in order is also civ dependant. Long story short, if you aim to play the op GM build, freedom >>> order.

Ah, I see your point about GMs. Will try this next time. I frankly only had to use 3 late-game GMs w/o the Freedom bonus in any case (probably only 1 if I wanted to wait a few turns, but I had 3, so why not). Since Internet is so important, the extra hammers and +25% science in Order looked far too good to give up.
 
The science amount from a GS bulb is conveniently displayed now, but it changes from turn to turn. Only the GM bulb is fixed at GM creation.

O I had actually not noticed that. Thanks for pointing it out and sorry for my misleading statement in a previous reply.
 
I don't think Science at that stage is as important for wonders as hammers. I went 4 down, and I can see an argument for going 3 down instead, but that +33% culture plus a golden age policy is very very nice. Remember, Golden Age = hammers. +33% culture output (between CSs and the culture output of your non-wonder cities, probably effectively +20%) will help you reach your 3rd-tier ideology policy faster than going directly to Rationalism opener.



Ah, I see your point about GMs. Will try this next time. I frankly only had to use 3 late-game GMs w/o the Freedom bonus in any case (probably only 1 if I wanted to wait a few turns, but I had 3, so why not). Since Internet is so important, the extra hammers and +25% science in Order looked far too good to give up.

Science translates to hammer when it comes to wonders...if you can start a wonder 4 turns earlier, that's just that many extra hammers you get ahead of AIs. Not only that, but the AI is built in such a way that it generally won't attempt a wonder when another AI or player is quite ahead and science gives you just that.

In late GnK when testing some wonder spam openers, I would "swap wonders" as soon as a new classical era tech that I wanted a wonder would kick in, for a few turns, to drive the AI away from that wonder. I've had numerous games doing this where I would manage to land ToA, HG and Petra on deity in a single city. They would mostly get completed somewhat late because each one is delayed by putting some turns in the next and then rotating but it pays itself off in the long run. Point being, earlier to wonder techs means easier wonders regardless of your hammers. Plus, Aesthetics really does not provide any hammer benefit other than the golden age...


I have to admit that the 25% science in order is tempting above all else but the crazy absurd op tools to ally CSs, paired with scholasticism really compensates for it. I find scholasticism to be fairly weak (I played the vanilla OP days) up until mid modern era as I also then get to be able to keep far more than 6-10 CS allies.
 
I'm playing on Polish version of Civ so I don't get all of the shortcuts that you are using like GM, RT or RU. Could you expand all of them?

I feel sorry for you :s

I will try to state most the ones I commonly use on the top of my head and if the original post is still confusing and you need more, feel free to reply with a list of what all you need to know.

GAMW stands for the subgroup of culture related great people, that is
Great Artist Musician Writer

On these forums, GA can stand for both Great Artist or Golden Age, you can generally figure out which one it stands for from the context.

In a similar fashion, GM can stand for great merchants and great musicians. Since this is a culture thread, it stands for great musician throughout.

GE stands for Great Engineer and GS for Great Scientist.
GPP for great person points

RT/RU/IP are enhancer beliefs to a religion
RT is Religious Text, which increases pressure by 25% (50% after PP - printing press)
RU is Religious Unity, which doubles the pressure generated on CSs (City States).
IP would be Itinerant Preacher, the enhancer belief that increases the range on religion pressure by 30%.

Most 3 letters acronyms finishing with "PT" are resources per turn so FPT stands for faith per turn, TPT for tourism per turn, BPT for beakers per turn, CPT culture per turn etc.

PT itself (only 2 letters) stands for the Porcelain Tower wonder (the one that is unlocked with rationalism SP tree (SP = Social Policy).

I think that covers all of what was in my OP.

Hope it helps.
 
Could definitely use some help with the opening -- getting beat to the mid-game wonders (Pisa, Sistine Chapel) and not sure why. And I'm only on Emperor too :-(

1440 AD (Turn 134 on Quick) and both Pisa and Sistine went down a turn or two ago, just as I started them. Same with PT at 1570 AD (Turn 147 on Quick). And Louvre at 1825 AD (Turn 190 on Quick). And Broadway at 1835 AD (Turn 192 on Quick, was one turn away). And Eiffel Tower at 1854 AD (Turn 197 on Quick, also one turn away).

I can end up winning, but it's going to be a Science victory, not a cultural one.
 
Could definitely use some help with the opening -- getting beat to the mid-game wonders (Pisa, Sistine Chapel) and not sure why. And I'm only on Emperor too :-(

1440 AD (Turn 134 on Quick) and both Pisa and Sistine went down a turn or two ago, just as I started them. Same with PT at 1570 AD (Turn 147 on Quick). And Louvre at 1825 AD (Turn 190 on Quick). And Broadway at 1835 AD (Turn 192 on Quick, was one turn away). And Eiffel Tower at 1854 AD (Turn 197 on Quick, also one turn away).

I can end up winning, but it's going to be a Science victory, not a cultural one.

I'd like to help but I only have standard speed benchmarks. However, it is always of great help to bribe some wars left and right when you want to get wonders. It is particularly true of bribing people to DoW wonderful civs and is generally cheap as they tend to have less military strength.

If you can provide a turn0 save of your game, I can probably play the first 100-150 turns and see what was wrong, if anything.
 
Here is the save:
https://www.dropbox.com/s/r29clop488vm9uk/AutoSave_Initial_0000 BC-4000.Civ5Save

Quick is 0.66 as many turns of Standard. Not sure if it translates across though. So benchmarks in Standard: Pisa/Sistine at T203, PT at T222, Louvre at T287, Broadway at T290, Eiffel Tower at T298.

Thank you!

I ended up winning via Science on Quick Turn 282 (Standard T427), but could have had a Diplomacy at the next World Congress meeting (Quick Turn 288, Standard T436). Germany ended up getting Great Firewall and thus they were showing as 50 Turns away from Influential (and wouldn't give me Open Borders for the longest time, so I ended up putting my GMs into Persia), but I had everyone else. Played on after victory and got Cultural Victory on Quick Turn 301 (Standard T456) thanks to a faith GM and a normal GM.

Maybe I don't improve tiles properly or use specialists correctly?

Here's how I use them currently:
  • Always run science specialists in Universities, Public Schools, and Research Labs
  • Run Great Artist specialists in the Artists' Guild
  • Run Great Musician specialists in the Musicians' Guild
  • Run Great Writer specialists in the Writers' Guild

I don't use any other specialists and improve all my tiles to Farms, except where there's a Resource.

Thank you again!

If you do end up playing the first 100-150 turns, I'd love to see the save at where you stop, or at T150ish.
 
I won my first CV as Nebu yesterday against a deity Shaka running away like Usain Bolt, he had 2000 score vs 1600 mine and 1400 of Seuliman, he killed Seuliman and got up to 2400.
He got the lead in teching because I had 10 cities and the 5% penalty per city is just too much.

At first he was winning the CV, but then I did the following:
- become Congress host, World Religion (+50% tourism)
- OB, trade, diplomat in his capital
- beeline Radio, World Ideology
- bulbed 3 musicians for 3k tourism each
- OP order tenet that gives +34% tourism vs less happy civs

After this I catched up and surpassed him by a full tier.
He was now getting more tourism up to catch up, but I led a gigantic assault to hit capital and blew it up.

Policies: Picked Liberty to collective because I needed to expand FAST due to nearby Austria before they started backstabbing.
Then back to Tradition+free garrisoned units for GPT/border expansion.
Full patronage. Yes, I wanted to OWN the congress.
2-3 mandatory rationalism policies.

Then just Order.
Freedom is better for culture? Maybe. Listen up.
+production from Order tenet basically DOUBLED my production. I could spam all culture buildings, tons of units to lead the military game, EASY WONDERS.
Then I got the tenet that gives +34% tourism vs civs with less happiness.
That tenet is OP for CV, once it kicked in he fell a full tier of influence behind.

Wonders:
- Angkor + Hangin' (built late, everyone ignored them)
- Hagia (GE'd)
- Partenon, Colossus (conquered)
- Broadway (hardbuilt inside captured Vienna)
- Globe Theater (hardbuilt inside captured Washington).
I wanted to build more, and would definitely have gotten all the future wonders for myself due to crazy hammers, but I won before I was able to.


Things I did wrong:
1) Delayed building schools too long. Don't do this. Also no Observatory available, meh.
2) Built both Writer/Artist guild in capital. NEVER DO THIS. Just place every guild in one different city. It drains your capital too much, I only managed to save this mistake later by going Order.
 
I have a question for Deau. In regard to pursuing this strategy, how often do you restart until you get a map that suits you? That's important to know. If one has to restart three or four times before getting a map that one likes, that makes this a strategy that works, not under all conditions, but only when everything breaks right.
 
2) Built both Writer/Artist guild in capital. NEVER DO THIS. Just place every guild in one different city. It drains your capital too much, I only managed to save this mistake later by going Order.

Depends on your capital really.
 
I have a question for Deau. In regard to pursuing this strategy, how often do you restart until you get a map that suits you? That's important to know. If one has to restart three or four times before getting a map that one likes, that makes this a strategy that works, not under all conditions, but only when everything breaks right.

When developing strategies or attempting hard self-constraints, I am extremely patient to get a start that respects conditions I fix. However, this strategy like most other, is one to optimize turn-to-victory. A worse start where you catch 0 hard built wonders and only get 2-3 from GEs will generally still be winnable by following the rest of the guide, however, the turn-to-victory will scale up dangerously to the extent where you may lose to another victory condition from the AI.

This is generally true of all victory types but culture among all else and even more in BnW than it was in GnK, is much more dependant on one or a few AIs performances and a side effect of a poor start/missing most important culture wonders, is that they will often all be shared between 1-2 AIs effectively creating 2 runaways to your strategy. This is not true of any other VC, at least not to the extent it is for culture.

However, for the strat to "work", you don't need a godly start. You will just need to adapt it downwards for significantly fewer wonders, possibly intentionally working all GE slots in some flatland cities from start to end, in order to get 1-2 extra GEs instead of GSs.

The game is not designed to enter a game and win with the condition of your choice regardless of conditions. Even domination is extremely tedious if the map has natural choke points everywhere and loads of hills surrounding all nearby enemy civs major cities. Culture is just the most start dependant strategy - even more now than ever before.

It doesn't quite answer your question but long story short, if I wanted smooth victory, I'd reroll until my start land has 2 solid food tiles (wheat/bananas/fish), "enough" farmable tiles that get +2 bonus from Civil Services and on and a decent balance between flatlands and hills. If I want a safe victory, I add to that a mountain side capital. Ez mode I usually simply go for a petra/DF game. I find them extremely useful when building up strategies because it's only by having "too much" faith that you can see the "minimum" faith requirement and how stupid it can contribute to your game. It can be 0-5 restart or 25-50 :p. It is highly civ-bias dependant. For instance, I rarely need to restart a map as the Incans.

As I mentioned, I will iterate over the strategy as I play different maps. For instance, I'm naturally biased towards Tradition for peaceful tall strategy games but I found myself preferring liberty whenever I need to detour 2pts into piety to catch a 5th religion - this holds for any VC but obviously far more for this one as there is a good stress on FPT production from industrial and on. Once I am comfortable with both and can draw a thin enough line between when it is a good alternative opener to get liberty over tradition, the OP and following posts will be updated accordingly.
 
Thanks for answering my question, Deau. What I'm most interested in is coming up with a range of strategies that give you a good chance of winning no matter what your start, and a way of deciding rather early which one to try. However, I realize that sometimes you just can't win. As I mentioned in another thread in my last game, I was playing as the Poles, next to the Romans. I had five composite bowmen, and a spearman. At turn 104, the Romans showed up with about a dozen troops, including four Legions. I hadn't anticipated that, and it was party over.
 
Ok lets' hash this reply. First I'm going to confront you and say that you didn't win by culture but by warmongering. If you remove all highest culture civs from the map, ofc culture victory is going to work, even if you have subpar TPT. Realistically though, the SS I shown in the first few replies shows my great musicians doing over 10k tourism and late game GMs is the obvious key factor to both earliest turn to victory and dealing with culture runaway AIs.

I won my first CV as Nebu yesterday against a deity Shaka running away like Usain Bolt, he had 2000 score vs 1600 mine and 1400 of Seuliman, he killed Seuliman and got up to 2400.
He got the lead in teching because I had 10 cities and the 5% penalty per city is just too much.

Ok, how did you get 10 cities attempting a peaceful culture victory? Were they all founded cities? If so, how much did you crook the settings...

Ofc, if you reduce the number of AIs on the map to expand more, there are significantly less chances of multiple or even a single AI culture runaway that requires a hefty tourism bump. My strategy is generic to overcome that big issue of culture runaways AIs.

At first he was winning the CV, but then I did the following:
- become Congress host, World Religion (+50% tourism)
- OB, trade, diplomat in his capital
- beeline Radio, World Ideology
- bulbed 3 musicians for 3k tourism each
- OP order tenet that gives +34% tourism vs less happy civs

After this I catched up and surpassed him by a full tier.
He was now getting more tourism up to catch up, but I led a gigantic assault to hit capital and blew it up.

The concept behind the strat I proposed, is that you should win the game within only a few turns after teching the internet. You shouldn't need to catch up based on your TPT from the internet on. As such, the net tourism benefits from the GMs alone as explained 5-6 posts ago provided by the freedom tree significantly outweights the 2 tourism benefits in order. On top of that, most civs take order and thus they won't get their happiness hurt by your tourism pressure as you pressure...their ideology. So effectively achieving more happiness than a deity AI is quite difficult if you chose order...

Policies: Picked Liberty to collective because I needed to expand FAST due to nearby Austria before they started backstabbing.
Then back to Tradition+free garrisoned units for GPT/border expansion.
Full patronage. Yes, I wanted to OWN the congress.
2-3 mandatory rationalism policies.
You can own the congress without full patronage easily with freedom. Treaty Organization+Arsenal of Democracy make it a complete joke to retain CSs. You hardly need any gold anymore.

Then just Order.
Freedom is better for culture? Maybe. Listen up.
+production from Order tenet basically DOUBLED my production. I could spam all culture buildings, tons of units to lead the military game, EASY WONDERS.
Then I got the tenet that gives +34% tourism vs civs with less happiness.
That tenet is OP for CV, once it kicked in he fell a full tier of influence behind.
If the 2 production SPs nearly doubled your production, there is something wrong with how tall you grew your cities. Mines and Quaries should be doing roughly 4 HPT at this stage of the game and +1 per is a 25% improvement. So for the +3 grand total production per city to make it up to the extra 75% improvement to double your production, your city would've had to produce...like...4 hammers total each.

However, there is a value in order to pair both the slight science and production increases to help complete a few leftover wonders and to attain The Internet slightly earlier. Sadly, neither of these will give you the 5k increase to your 4 late game GMs of having the freedom +34% to broadcast towers (see post above). It would have to improve your science so much that you can achieve TI at least 10 turns earlier. Luckily, the New Deal tenet in freedom really offsets the science gain from order and the culture increase from landmarks also improve your base TPT and thus your GM strength.

The capital bonus TPT from a single landmarks' +4 culture is
4*(200%)*(284%) = 22.72 or roughly 225 more strength to each musician per capital landmark, about 150 for satellite cities. About 90 per other cities' landmark.

The +4 science per settled GS will come up roughly equal to the science gained from order put aside the 25% bonus from factories.




Wonders:
- Angkor + Hangin' (built late, everyone ignored them)
- Hagia (GE'd)
- Partenon, Colossus (conquered)
- Broadway (hardbuilt inside captured Vienna)
- Globe Theater (hardbuilt inside captured Washington).
I wanted to build more, and would definitely have gotten all the future wonders for myself due to crazy hammers, but I won before I was able to.

Things I did wrong:
1) Delayed building schools too long. Don't do this. Also no Observatory available, meh.
2) Built both Writer/Artist guild in capital. NEVER DO THIS. Just place every guild in one different city. It drains your capital too much, I only managed to save this mistake later by going Order.

Any leftover wonder that you can hard build without missing on infrastructure is worth doing as it will eventually turn into 3-4 culture and thus 22 or so base tourism in the capital. However, had you gone less wide and more tall from the start, you would've caught up much earlier in tech and been able to afford hard building other wonders sometime through renaissance.

TPT in the 300s is extremely low for end game deity CV so I really stand by my first paragraph when I say that you have effectively won by domination far more than culture. Your strategy was thus effectively good in your situation but definitely not a generic way to win culture peacefully...
 
Thanks for answering my question, Deau. What I'm most interested in is coming up with a range of strategies that give you a good chance of winning no matter what your start, and a way of deciding rather early which one to try. However, I realize that sometimes you just can't win. As I mentioned in another thread in my last game, I was playing as the Poles, next to the Romans. I had five composite bowmen, and a spearman. At turn 104, the Romans showed up with about a dozen troops, including four Legions. I hadn't anticipated that, and it was party over.

While I have mostly focused on culture since release as I wanted to write this guide and open discussions up on the new tourism system, there are pretty much 2 very generic approaches that will put you in a late game situation where you can win.

Luckily, they fixed the major issue of GnK culture where if you missed out on a few things or an AI would runaway, you were completely screwed. This is because of 3 prime factors: 5% science cost increase per city, rationalism no longer mutually exclusive with a tree that is 100% necessary for another victory condition (culture) and tech order for all non artillery based domination were streamlined or at least they killed most of the crazy absurd detours there used to be. Because of that, any generic strategy that gets you atop the science demography will allow you to basically pick your VC.

With 2-4 city trad openers, this typically occurs somewhere around public schools, sometimes earlier effectively allowing you chose between science, culture if you managed to snag a few culture wonders of early renaissance (which, really, would still be worth building for every other VC as SPs are so much more powerful more now than before with the late game cost not increasing so fast anymore), diplo if desperate because it will always be the go-to solution...as well as a flight-based domination. Bomber rushes used to be my favorite domination because you can do T1-175 (probably 200 nowadays) within 2 hours and clear the map from T175-250 if you saved enough gold and have a +60 XP city to rush-buy a bunch of bombers upon teching flight.

And really, the only strategy that does not focus on catching up asap in science is a early game rush based game and is probably the only existing approach to "generic".

At the end of the day, bad start generally means achieving victory later. Sadly, for culture, it also possibly means making it impossible. Not because you need them to generate enough TPT but rather because you need the AIs NOT to stack them and produce an absurd ******ed amount of CPT to counter you. Hence why I mentioned the need for a favorable start in the strategy guide. If you absolutely want to win by culture against 2 runaway wonder spammers, you will basically need to eradicate both those civs from the map through war first.
 
@Alcaras, I did a full play through. The start was actually pretty bad. I finished on T232 culture. I threw all auto-saves in a rar file I can share them via e-mail if you want. Otherwise, I'll put 2-3 relevant saves on these forums tomorrow.

However, as I would simply not play a culture game that doesn't have a bunch of farmable tiles with water access, I spent the first 4-6 turns scouting to settle elsewhere and I do believe it was one of the primary reasons why I caught up early enough to build some renaissance wonders.

I actually got beat to Pisa and globe theater because I needed to unlock astronomy asap to get the world congress rolling. That detour cost me about 10 turns and I would've missed pisa by 4 ish turns and globe by 2-3 turns. I had a GE poped from hard building ToA early in the game but I wanted to save it for Uffizi as wonders with artifact slots are significantly more important than any other.

I got a weak religion and never enhanced it. Since our continent had 4 out of the 5 religion among only 4 civs and that 2 of them were going to be clear spam spreader, I figured I'd just hoard GPs and settle them in my 2nd city, which I did. I planted 4 such GPs for their +10FPT (6 before tenet) to ensure I would have plenty of faith in the late game for GMs and hopefully some GEs.

My last faith GP before industrial era, as I had finally discovered other civs across the land, was used to spread religion to bismark. He had no religion at all not even pressure yet and I had pilgrimage as founder so that 10fpt settled GP turned into a 8 pilgrimage and eventually pressured all nearby CSs and his other smaller cities effectively giving me about 20 FPT as well as the tourism bonus for sharing religion.

I only settled 2 cities on separate continents. I actually built a bunch of archers after all my important early infrastructure needs were met in capital, in order to take Persia's capital to serve as "2nd city". There were no other spots available nearby that had both high growth and high food.


Diplomatic marriage really blows. I have had the same issue in my deity game used to build this thread. While it technically removes a congress vote that was not under your control, it also means that later in the game, once you have the 2 tenets boosting your control over CSs, that you won't get nearly as much science from scholasticism.
 
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