Beginner's Guide to Civ 5 Specialists

I'm wondering about the usefulness of the Cultural Bomb. It may be useful against indipendent cities, but I don't understand how to employ the GA in a war against a Civ. I am sure there is a way, though.
And usually, if your borders are so close to the city's one, it's easier to annex it than to use the CB.

It's useful for getting the other AI to declare on you, rather than you on them so you can reduce the amount of damage to your reputation.
 
I'm wondering about the usefulness of the Cultural Bomb. It may be useful against indipendent cities, but I don't understand how to employ the GA in a war against a Civ. I am sure there is a way, though.
And usually, if your borders are so close to the city's one, it's easier to annex it than to use the CB.

You could take tiles with luxuries or strategic resources.

You could CB which combined with oligarchy, Hemij Castle and others to get a defensive position. Or steal it, so your opponent loses those bonusses.

It can also screw up forest/route movement from Hiawatha.


Personally I only use them for Landmarks in a culture game. Or for Golden Age's
 
Me, being more of a for fun player than a strategic player (if you know what I mean), actually found this quite useful. Thanks ;D
 
Okay, here's an example of a useful culture bomb.

I don't have Iron; this gets me Iron.

Stealing his iron weakens him while allowing me to (finally) build some siege units to take down the city.

Not only that, but I get Incense, which I did not have, and my cultural borders will extend all the way to his capitol.

Not only that, but he declared on me the turn after, sparing me the trouble of doing it myself. :)
 
I updated this to reflect that Libraries are now no longer the best specialist building in the game and that maritimes won't feed you as much as they used to. :)
 
Okay, here's an example of a useful culture bomb.

I don't have Iron; this gets me Iron.

Stealing his iron weakens him while allowing me to (finally) build some siege units to take down the city.

Not only that, but I get Incense, which I did not have, and my cultural borders will extend all the way to his capitol.

Not only that, but he declared on me the turn after, sparing me the trouble of doing it myself. :)

I can only dream of a culture bomb opportunity like this :hatsoff:
 
Pretty good write up!

I'm wondering if anyone out there would be willing to create a guide to a civ5 specialist economy.
 
I have found culture bomb useful in creating a line of territory to enemy base in OCC/duel. The 6 extra hexes from 3 great artists gave me a great artillery position, protected by oligarchy+himeji.
 
I've updated for the Februarch patch; artists and merchants were buffed (the artist change seems to have been undocumented) -- the merchants indirectly through lower Trade Post value. As always, let me know if I've missed anything. :)
 
I've updated for the Februarch patch; artists and merchants were buffed (the artist change seems to have been undocumented) -- the merchants indirectly through lower Trade Post value. As always, let me know if I've missed anything. :)

Labs lost a scientist slot with the patch so I just 1 total now I think
 
Bandobras, when you say that the great artist gives +3 culture, do you mean as a "passive" power like the +20% for the military units of the general?

Also, I usually let the game manage the specialists, would you say it's a good thing to do or that it's better to manage them yourselves?

Also, if you manage them yourselves, how do you decide what is balanced between a lot of specialists working and the town still growing?

(sorry, that's a lot of questions :p )
 
You misunderstood; it is the Artist specialist which grants +3 culture, not the Great Artist Great Person.

As to your other questions, you certainly won't suffer by letting the game assign specialists, but if looking to generate a certain type of great person, you may be better off handling themselves as otherwise the game will assign specialists as slots are available without real regard for type.

Logically, the best time to be bringing specialists online is when you are nearing your current happy cap and want to curb growth (unless you have need for a particular specialist type earlier). With fewer early specialist slots in the game, now, you don't really have to decide much between growth and specialists in the early game, while the advent of aqueducts likely means that your midgame cities will have grown to a reasonable size, anyways.
 
Hello all, I'm brand new to Civ 5. I don't know what's frowned upon more on this forum, thread necros or redundant threads, so I'm gonna take a shot and ask here...

When you have a "Specialist-type" building, let's use the Windmill as an example, do you receive the benefit of the building (+15% production in this case), even if you don't have a citizen/specialist assigned to it?
 
Hello all, I'm brand new to Civ 5. I don't know what's frowned upon more on this forum, thread necros or redundant threads, so I'm gonna take a shot and ask here...

When you have a "Specialist-type" building, let's use the Windmill as an example, do you receive the benefit of the building (+15% production in this case), even if you don't have a citizen/specialist assigned to it?

Yes. Anything stated on a building kicks in. The Specialist slot is just Extra gravy.

Cheers.
 
Hello all, I'm brand new to Civ 5. I don't know what's frowned upon more on this forum, thread necros or redundant threads, so I'm gonna take a shot and ask here...

When you have a "Specialist-type" building, let's use the Windmill as an example, do you receive the benefit of the building (+15% production in this case), even if you don't have a citizen/specialist assigned to it?

Yes. However, some of the info provided in the OP has changed since it was written via GnK and expansions, so plz don't read too much into this thread.
 
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