1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Basic Guide to Peaceful Cultural Victory?

Discussion in 'Civ5 - Strategy & Tips' started by thewindupman, Apr 29, 2012.

  1. thewindupman

    thewindupman Chieftain

    Joined:
    Mar 26, 2012
    Messages:
    3
    Does anyone know where I can find the "Basic Guide to Peaceful Cultural Victory" (or any other "basic" guides for that matter)? It's mentioned in the "Civilization Guide: India" thread in the war academy, but the link is broken, and searching for it didn't bring up anything useful.

    If not, does anyone have any general tips?

    I'm just having some trouble reaching a cultural VC in a reasonable amount of time - I'm playing on prince but can't seem to ever win before the 1970s or 80s. I've tried several different civs. India seems well suited to it because of how awesome they are at building a tall empire, but I've tried a OCC, along with building a 3 city empire, and I still can't seem to generate enough culture to finish 5 SP trees before the mid 1900s.

    I feel like I have the basics down, and I've never lost a Prince level game, but I'd like to tune my strategy so that I can win earlier and move on to higher difficulties. I'm partial to small, high-pop empires so cultural seems like a good VC to focus on.
     
  2. Glassmage

    Glassmage The Desert Flame

    Joined:
    Apr 23, 2011
    Messages:
    1,633
    Location:
    USA
    I did a 3 city culture victory with France on Immortal and it was not too bad. I just go Tradition->Piety->Patronage->Commerce->Freedom.
    -Try to get wonders and culture buildings up fast and load up Artists specialists.
    -I built defensive buildings, special units, lots of archers and siege to defend.
    -Try to not declare war of course.
    -Be allies with city states because they are useful especially when you have 3 cities.
    -Try not to denounce except when your denouncement can possibly sway stronger civs to be occupied elsewhere. That France game I got Russia and Polynesia next to me and their empires were big. I bribed them to go to war against each other and other weaker civs.

    Near the end of that game Russia declared war and they used nukes and everything. I had a city state in between our borders and that city got nuked a lot, allowing me to finish Utopia Project.
     
  3. DevilHell

    DevilHell Warlord

    Joined:
    Feb 10, 2012
    Messages:
    221
    OCC:

    Note: Remember to settle your city in a good location, with high production, and take in count, that because you are playing a Cultural game, your city will expand more than 3 tiles away, and that those tiles which are more than 3 tiles away you can't work, but you can Improve them, and if they are luxur¡es they will help you
    You have to reach the most luxuries you can

    Build order:
    1)Scout, you want to see your future problems from the beggining (other civs) and have CSs around
    2)Monument
    3)Granary
    4)Library or GL if you want, if not, Warrior after library

    There can be 2 policy orders:
    First
    Policy order: You must take Piety as soon as you get it, you can even get it before the fourth policy
    1)Tradition
    2)Aristocracy
    3)Honor
    4)Oligarchy, Discipline, or Warrior code (don't take any of these if you have Piety)
    5) Full Piety
    6) Full Freedom
    7) Legalism, remember to get that bonus
    8) Finish Tradition
    9) Choose between Patronage and Commerce, or Liberty, which would be prety dum..


    Note: The reason to take Honor is because it gives Culture fro killing Barbs
    The other ones:
    Oligarchy doesn't give any bonus really, just a defensive one, but it's worth taking to finish Tradition earlier
    Warrior code because it gives a bonus to build units and grants a GG that can be useful as a golden age time after, but the two of them cost mantainance
    Discipline gives you a Bonus of 10% with adjacent tile units, but it would be just to get closer to the other policies, the ones on the right side of the tree
    CHOOSE ONLY ONE OF THE ABOVE MENTIONED

    Second With this order you can skip the Monument in the capital, and build another scout or a worker or warrior instead
    1) Tradition
    2) Legalism
    3) Landed Elite
    4) Monarchy IF Piety isn't available

    Science path: Pottery-Writing-Philosophy
    Maybe then Mathematics, if you want to build the HG, but this can only be done since you are playing on Prince
    If not, Education

    Note: You want to get Acoustics and Archeology as soon as you can

    NO OCC:

    Note: Distanced cities, no more than four

    Build order, captial:

    1) Scout
    2) Monument
    3) Granary
    4) Library
    5) Settler ( if you want 3 cities )
    6) Settler ( If you want FOUR cities )
    7) NC
    8) Temple

    NOTE: If you can build NC by that moment, build a worker
    If after the worker you can't build NC, switch 7 and 8

    Build order in other cities:
    1)Monument
    2)Library
    3)Temple

    Social policy order:

    1) Liberty opener
    2) Citizenship
    3) Representation (this is used to cover the policy cost increase caused by your other cities)
    4) Collective Rule
    5) Full Piety
    6) Full Freedom
    7) Tradition opener+
    8) Legalism to bulb Museums
    9) Monarchy
    10) Landed Elite
    11) Patronage OR finish Liberty if you want, or need a specific GP, and then Patronage
    12) Direct to Educated Elite OR
    13) Finish Tradition
    14) Finish Patronage

    Science path: Pottery-Writing-Philosophy------Acoustics------Archeology

    Note: Remember to steal a worker from a near CS, which should better not be a cultural one

    HOPE THIS HELPS

    Edit: Something important I forgot to say
    In the beggining, you will have to focus your cap and maybe other cities in production, by the time they are 4 pop, but after a while, maybe when you reach Acoustics, you may assign specialists to the Temples
    That's a move that will help you very much
    And another thing, ally a Cultural, friendly CS as early as you can
     
  4. joncnunn

    joncnunn Senior Java Wizard Moderator

    Joined:
    Mar 17, 2008
    Messages:
    8,621
    Location:
    Missouri
    For a 3 or 4 city peaceful Cultural victory I'd go with:

    1. Full Liberty (base; free worker; free settler; production per city first) This will get you a free Great Engineer for another cultural wonder. Note that the decrease in cultural costs per city from that policy is retroactive (it also works on the cities you founded before getting the policy)

    2. Full Piety

    3. Full Tradition (ensure that all four cities have Temples [and Monastaries if there is wine/incense and if playing a civ whose UB provides minor culture those as well] and you have the tech for Opera Houses before choosing Legalism so you can start building the national wonder ASAP) This will help grow the cities.

    4. Full Freedom

    5. Whatever you what; but highly situational

    As to first builds: I'd start with the Monument unless your on a map type where a scout or two are more important.
     
  5. FromBirth

    FromBirth Chieftain

    Joined:
    Feb 23, 2011
    Messages:
    82
    Location:
    Sunderland, UK
    You know, I didn't know that the culture reduction was retroactive. I've often skipped/delayed that because I already had my cities out there.
    I've been experimenting with going hard into tradition with hanging gardens and maybe even artemis for the 10% growth for a one or two city CV (with or without aggression depending on who's about). It doesn't seem quite as powerful as I'm still taking 8-10 turns per SP that way.
    I think I'll go back to Liberty opening, 2-4 cities but still throw in the HG.

    I've slipped back to Emperor to mess about with this as I struggle to get GL and HG consistently on immortal so even if it works well for emperor I suppose it's not going to scale up anyway. Oh Well.
     
  6. Tiber4321

    Tiber4321 Prince

    Joined:
    Feb 8, 2012
    Messages:
    350
    For a four city cultural, I would make the following 4 wonders high priorities. HG, Sistine, Christo, SOH. You should also be able to build HS and PT. At Immortal you should select 2 GEs with your 2 free great people choices (1st from Tradition finisher, 2nd from building HS). Use these to rush build PT and Sistine. At levels lower than Immortal you won't have to rush these wonders so you can choose GS or GA with your free choices. The Oracle and Stonehenge are great cultural Wonders also, but you can win without them. Also, its important to build at least one GE during the course of the game to help rush SOH

    Joecnunn is correct about the order of SPs, although you should open both tradition and freedom at the same time and choose individual SPs in the order that helps you boost your CPT as fast as possible (for examlpe, don't open legalism until you get 4 high level cultural buildings-getting 3 free opera houses is optimal because it allows Hermitage to be built immediately). Choose patronage as your fifth SP tree. This will help you quite a bit in in making CS cultural alliances. This may also help you prevent another AI from winning a diplo game. You should be around 550 cpt by the time you open your 5th SP tree, getting some alliances with multiple cultural CSs should boost you up to around 600, and you should win, beating the spaceships with time to spare.

    These strategies may not be considered optimal by all, but I've had tremendous success winning cultural games using them with Egypt, Siam, India and Arabia.

    Finally, most important of all, stay out of long, protracted wars! This will kill you at higher levels. This can be done by building an army strong enough to deter DoWs from neighboring AIs. This may involve beelining Steel or Rifling. You may also be lucky enough to be alone on a small continent or situated in a remote corner of a continent or have terrain features which allow for easy defense. But if you can stay out of wars for the entire game, your chances of winning go way up.
     
  7. joncnunn

    joncnunn Senior Java Wizard Moderator

    Joined:
    Mar 17, 2008
    Messages:
    8,621
    Location:
    Missouri
    On the long protracted war: If its already started; better to stay in the war that hand that AI cash.
    They'll just declare war on you soon afterword.

    You can simply ignore the war if you can defend yourself with the units you have (if it looks like it would be costly to take the offensive)
     
  8. Tiber4321

    Tiber4321 Prince

    Joined:
    Feb 8, 2012
    Messages:
    350
    Yeah, I think that's generally true, but I've played a few games at Immortal where an AI DoWs, and refuses to make peace unless you give up the farm. Often, they will get 5 caravels or frigates and just continually bombard your coastal city, until it can't really produce much. This usually costs you the game. I just played a game where I was at war with Sulieman for centuries. He just wouldn't make peace, and I really couldn't do anything to force him to make peace.
     
  9. vexing

    vexing knows

    Joined:
    Dec 24, 2010
    Messages:
    2,668
  10. Tiber4321

    Tiber4321 Prince

    Joined:
    Feb 8, 2012
    Messages:
    350
    Yes, I agree that cultural games are not always peaceful. Its fairly obvious that once you become a threat for a cultural victory, some AIs may try to foil your plans by dragging you into endless war. I've read all the walkthroughs. I've played many, many cultural games, with some great successes.

    Its clearly a matter of your start position, and your ability to stay out of protracted wars, by deterence or whatever. I've played enough to know that if you are in long, drawn out wars, you probably can't win a cultural game at Immortal. There is a skill in building up your defenses and maintaining friendly relationships with your neighbors such that you can stay out of war. This isn't available on all starts, so you may have to reroll a bit. I don't know if rerolls are considered cheating, but I do them a few times, until a get into a position to compete.

    Its obvious, there are many very different angles and strategies to winning cultural games. So, there isn't a walkthrough to an easy win. You can be creative in how you get from A to B. Sometimes it works to follow your instinct rather than follow the standard strategies. That's what makes CIV the best!
     
  11. thewindupman

    thewindupman Chieftain

    Joined:
    Mar 26, 2012
    Messages:
    3
    Wow, thanks a bunch for all the great info guys.

    It seems like I may have been approaching SPs in the wrong order - in my last game I finished liberty, then tradition, then piety, then opened up patronage but decided to finish freedom first. I didn't realize until too late that the freedom finisher is extremely powerful for a culture game. I guess maybe this doesn't apply for OCC games, and maybe you'd want to finish tradition first in that case?

    As far as tech, it seems like the best way is beelining acoustics and archaeology, finishing the bottom part of the tree up to chemistry, and then beelining radio? Does that sound about right?
     
  12. Tiber4321

    Tiber4321 Prince

    Joined:
    Feb 8, 2012
    Messages:
    350
    Beelining Acoustics is correct as Sistine is a critical wonder for cultural. Beelining Arch isn't bad as the Louvre is a very nice wonder to have in a cultural game, but not a game changer. Also, beeline Telegraph, as Christo is a critical wonder, then beeline mass media so you can start SOH in a coastal city.
    If you have serious DoW issues, its best to beeline rifling. Then you have a chance to deter DoWs or cut short wars.

    Also, as Sps go, Its Liberty until complete, Piety until complete, open both Tradition and Freedom at the same time and select SPs in an order that benefits you the most, then open and finish Patronage.
     
  13. pspboy7

    pspboy7 Prince

    Joined:
    Jun 4, 2011
    Messages:
    363
    Location:
    Canada
    I like reading about how people achieve their victories, but I rarely follow them myself. I find games more fun if I'm always thinking rather than just following a map from A to B. Some people say OCC is the best, but it's darn hard to finish in enough time with just one city. I think 3 or 4 cities is better overall for cultural, probably just 3. One nice thing about having only one city however is that you can build the national wonder immediately after you complete it's associated building (library/national college, market/national treasury, temple/grand temple, etc).
     
  14. budweiser

    budweiser King of the Beers

    Joined:
    Jun 18, 2003
    Messages:
    5,251
    Gender:
    Male
    Location:
    Hidden Underground Volcano Lair
    I had about the best start you could ever want for a peaceful cultural game as France the other day. It was an immortal salt/marble start that was separated from the rest by 2 CS. I made 3 cities and wonder spam/teched my way to victory. But it still took 300 turns. The only way to make it faster would have been to make more cities. It was peaceful for 90% of the game until the AIs took the last remaining city sites.
     

Share This Page