Cultural Victory: Notes and tips

"Some" buildings? Randomly? Or pre-determined, which might be why you chose to mention cathedrals? So are a number of buildings pre-determined? Do all of the go away?
I don't know. Can someone else help?
I think all buildings that add some culture will disappear, all WW will stay and granaries and the like have a chance of disappearing if it is not a city-recovering.

The thing is that there is a bar showing nationality in the city screen. I assume it is there for a reason. I just don't know what that reason is. Do you?

Maybe to make you know why they don't want to fight that country? Or to show you the flip probabilities? It is just information.
 
i have memory of loosing culture in a city while i made this article. I was elizabeth and lost my capitol and when i took it back i had lost some culture, so i gave up.

Have you tested wether you loose culture when you loose and retake citys?
 
i have memory of loosing culture in a city while i made this article. I was elizabeth and lost my capitol and when i took it back i had lost some culture, so i gave up.

Have you tested wether you loose culture when you loose and retake citys?

I have tested it in Vanilla. Not in Warlords or BTS.

Could it be that you remember losing culture per turn?
 
I dont clearly remember. How recent was this test?

Maybe four months ago(?).

You know, I try not to lose my legendary cities, even if they keep all their culture in them :) :p :)


A quick run of WB should give us the answer.
 
This article and tips, while great, seems to be about only one of the many culture victory strategies: religion with CE.

What about:
  • religion with SE
  • Jewelers/Sushi
  • wonders with SE
Those are the major ones I can think of just off the top of my head. And, they have very different implementations.

(To be clear, the label just gives the predominant theme. That's not to say there aren't other elements able to be used as a secondary aid to the CV. For example, the article does an admirable job of listing wonders, and pointing out which ones will be helpful to supplement the base Religion/CE strategy. Likewise, for example, a Wonder/SE strategy can utilize religion, it's just not the major element. This is particularly important information because it's not always possible to get enough religions to be able to do a Religion CV, so knowledge of the other strategic options might well be the only alternative to dropping the CV altogether which would cause the player to be at a big disadvantage.)

Wodan
 
Looking in detail, I see one other thing, as well. The article could do a better job if it more clearly pointed out the value of prioritizing cottages in the big 3 cities.

Of course, I am probably doing the OP a disservice because he didn't set out to clearly indicate he was only talking about the Religion/CE strategy in the first place. Nevertheless, it's clear (to me) that this is what has been done because of all the discussion about the slider.

To contrast, a Religion/SE strategy doesn't care so much about using the slider for culture. In particular, if there is literally no commerce from the big 3 cities because everything is farmed over, then the culture slider is useful only for happiness, really. And, at that level, a 20% on the slider maximizes the benefit from theatre and colosseum, and is usually sufficient. Leaving the rest of the slider available to the player for other purposes (such as research).

Anyway, just my two cents. :)

Wodan
 
And what would the abbreviations SE and CE stand for?
 
Specialist Economy and Cottage Economy. Those are shorthand for your game strategy. There are many other such terms that people have coined but these are the two most prevalent.

A SE uses lots of farms (generally) to run a lot of specialists across your whole empire. Your research is generated by scientist specialists primarily, and by other specialsts if you are running Representation. Since your research does not depend on the sliders (upper left of the game screen), you can use the culture slider to generate extra happiness, which lets your cities grow even bigger and you can run even more specialists. (Plus, your trade route income is higher.)

A CE uses cottages everywhere. Most people play this type of game.

In either a SE or CE you can still have "production cities" which are cities specializing in churning out stuff such as units and wonders.

If you want more detail there are many threads discussing these terms and all the different strategies.

Wodan
 
The only culture strategy is a hybrid economy? How do you figure?

Wodan
 
Hmm, he's been online since then but didn't bother to reply. Must have realized his usual one-sentence smack down doesn't work when you don't have any supporting evidence. ;)

Wodan
 
The great prophet it spawns in 50 turns can found christianity, if you research writing and the first 5 religion techs.


Great article, it allowed me to win first time out! On Warlords with Hatty at Monarch.

But I fail to see how a Grt Proph can FOUND a religion. Is this a niche I am unaware of?

Thanks in advance
 
Great article, it allowed me to win first time out! On Warlords with Hatty at Monarch.

But I fail to see how a Grt Proph can FOUND a religion. Is this a niche I am unaware of?

Thanks in advance

A Great Prophet can bulb a tech that founds a religion. Theology for Christianity is the most frequent example of this, particularly for religious victory conditions because Theology also unlocks the AP. A Great Scientist bulbing Philo is another example. Note that the actual tech you will unlock depends what techs you already have, and managing this situation can require care.
 
Thread necro.
 
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