stachnie
Theorist
In my games I love to abuse the effects of Culture wonders. Here is the recipe:
- gather as many Cultures as possible (in the best case all 7: Europe, North America, South America, Africa, Asia, Middle East, Oceania)
- build as many Culture wonders as possible
- take the advantage of unique units, Heroes, sometimes buildings and bonuses to build certain Wonders.
UU's may be very good (like Coyote Warriors - 7 strength, 2 moves, ignores terrain cost, free Flanking 1, Culture wonder available with Masonry, the unit available immediately). Heroes may build some nice Small Wonders (with bonuses to research, commerce, production, Health, GP rate etc. in all cities) or may be settled as Great Military Instructors/Great People/Aristocrates/... (I prefer to settle them as Aristocrates in my main GP city and GMI's in my main military city).
If I lack some culture groups on my continent (and I always do), I wait until Barbarians develop into minor civs. If they start as a civ from culture group I already have, I try to load the last autosave before they emerged as a new civ - usually they will start as some other civ (however, further reloading seems to have a limited effect). E.g. in my present game (Emperor, Huge, Hemispheres with 3 continents) I own one continent and already have 5 culture groups (no luck with the two last ones).
Game-wise this may sound as an exploit - and I think one may consider to make some drawbacks of such strategy. Each new Culture wonder may give some small National instability in all cities, while each new Culture group may give some more serious instability. This may force the players to focus on the Culture wonders they really WANT to get.
S.
- gather as many Cultures as possible (in the best case all 7: Europe, North America, South America, Africa, Asia, Middle East, Oceania)
- build as many Culture wonders as possible
- take the advantage of unique units, Heroes, sometimes buildings and bonuses to build certain Wonders.
UU's may be very good (like Coyote Warriors - 7 strength, 2 moves, ignores terrain cost, free Flanking 1, Culture wonder available with Masonry, the unit available immediately). Heroes may build some nice Small Wonders (with bonuses to research, commerce, production, Health, GP rate etc. in all cities) or may be settled as Great Military Instructors/Great People/Aristocrates/... (I prefer to settle them as Aristocrates in my main GP city and GMI's in my main military city).
If I lack some culture groups on my continent (and I always do), I wait until Barbarians develop into minor civs. If they start as a civ from culture group I already have, I try to load the last autosave before they emerged as a new civ - usually they will start as some other civ (however, further reloading seems to have a limited effect). E.g. in my present game (Emperor, Huge, Hemispheres with 3 continents) I own one continent and already have 5 culture groups (no luck with the two last ones).
Game-wise this may sound as an exploit - and I think one may consider to make some drawbacks of such strategy. Each new Culture wonder may give some small National instability in all cities, while each new Culture group may give some more serious instability. This may force the players to focus on the Culture wonders they really WANT to get.
S.