Cultural Victory on the Higher Levels

I wrote my comments before reading yours, but we have both said the same things, more or less. :goodjob:

Thanks! Your response to Jayhawks found more specific issues, some that I didn't even notice.

Moot point: the second GS takes 200GPP so with a single artist it would take 34 turns.

Thanks for the correction, but the number of turns it would take a single Artist is neither 18 turns, my obviously incorrect answer, or 34 turns. The answer is actually 32 turns, because there is 8 GPP overflow from generating the first GS, so only 192 more GPPs are needed to generate the 2nd GS. So, 192 GPP / 6 GPPpt = 32 turns.

I'm not sure there is 32 turns between generating the 1st GS and having the prerequisites for Philosophy completed, so running a second Scientist might be needed to get the 2nd GS early enough to bulb Philosophy ASAP.

Chopping the library: do you really do that? I haven't seen BW in your tech path. I always get BW in trade with Alpha, so I can't start chopping as soon as I've got Writing.

You are right. I usually haven't chopped the Library in my Cultural games. In one game, I got BW from a Hut in turn 7 and Pop rushed the Library in turn 43 (Sorry, I remembered it wrong - thought I had Chopped it instead). It was a Deity Small Normal speed game. Finished it in 1715 AD, so no doubt I made many big mistakes along the way.

When I get back to playing Cultural games again, I certainly will try pre-chopping a few Forests and complete the Capital Library on the turn right after Writing is completed. I'll have to determine whether that is worth the Research applied to get Bronze Working early.

Finally your target goal of 1200AD is a bit too exigent, IMO. I think anyone capable of winning by culture before 1500AD is playing a very good game.

You may be right. I'm setting the goal too high (too soon), yet 1200 AD is not impossible for Immortal, Small, Normal speed. The Deity, Small, Normal speed record is 1230 AD, so I thought Immortal should be a bit faster than that. It could be that the Immortal AIs can't help the player as much as Deity AIs can? Also, the Immortal, Small, Quick speed record is 1280 AD. I think this is the mark that Jayhawks wants to beat, so he will need to target 1200 AD or at least 1250 AD. Of course, I may be wrong about that.

Sun Tzu Wu
 
Okay dudes, I just played my first HOF mod game and it was probably the worst game I have played yet, but I had an epiphony of sorts. I didn't even finish because I wasn't going to make the HOF list and probably not even win before the computer launched the ship. I did however come up with a slight twist to previous theories on a cultural win, and I look forward to your feedback.

After reading everyones strategies and feedback and playing half a dozen or so cultural games to completion and a handful to defeat I'm convinced that the strategies for an early deity win are different than for immortal or lower difficulty levels. The following is for non-gods playing a small map, normal speed, ancient, HOF rules, peaceful opponents:

1) I don't believe that a straight beeline to alphabet is the best strategy for immortal. In my experience it's almost always best to start with BW for REXion, then agriculture and maybe maybe maybe AH (preferably Masonry) depending on your setup although this is not optimal, then wheel, pottery etc. The reason being that the computer doesn't have enough techs to trade you to make it worth going straight for alphabet which often limits growth. They also don't have any gold yet, and if you refuse their demands which they often make you're already starting off on a bad footing, especially if trying to block the AI by not opening your borders right away and selecting a religion for the +25% OR bonus. In deity this is obviously much different, but on immortal the computer rarely has researched priesthood which is the precursor to CoL, so you end up doing it yourself and often lose the CoL race by 1-2turns.

I also don't believe that 6 cities are needed, but it definately helps to put down a sixth city later in the game around 500-700ad on the coast to get the ocean food resources after your borders expand. The best situation is to have all 5 cities completely landlocked. 5 cities cuz only 4 need to build temples for the cathedrals in the capital and 3rd legendary city. In almost every case no cathedrals will be built in the GAfarm, which you already know, so only 4 temples of each religion are needed. It's also helpful to put the 6th city down a little later to ensure grabbing a late religion because my slight strategy twist doesn't encourage bulbing philo, but rather trading gold and paper for it after trading CivilService for lots of stuff and lots of gold.

2) I think that having stone is required for an early win with this strategy twist, again on immortal. First of all to build the pyramids, but also to double production speed for the cathedrals you are likely to get, and if you decide to build any early/mid wonders. You can almost always trade 2 surplus food resources for copper if you don't have it, but you usually do. Marble is rarely found in my games, and islam has never once spread to my cities, leave the hindu cathedral to the end or not at all.

3) By now you are probably shaking your head. I'm not going to use the pyramids for what you think I am and buy stuff with US... By the mid-end to end of the game on immortal (HOF earliest finish vanilla, normal: 1730ad "The Hawk" soon to be "Jayhawks" ;)) ALL of your cottages are towns. Looking at the civics, you're happy with LIB-CS-Merc-Pac but you're frustratingly stuck on HR, especially because you don't need it anymore so it's just a wasted civic. Additionally everyone knows the benefits of Rep early on after building pyramids for the science and happiness boost. This not only helps you research faster getting you to CoL first (working scientists in capital to pop GS during this period) but it also allows you to skip a line of research, and it saves you gold in warriors which would maintain happiness. Skipping monarchy (which they don't like to trade early anyway) and skipping theology (another pesky one to get from them sometimes, and you rarely build sistine without a GE anyway) allows you to focus your trades on getting other more important techs like lit-music-drama-calendar-math if you don't have it yet etc. This allows you to hold onto paper and civil service longer putting you further ahead in the lib race.

Additionally, this ties in with building only 5 cities early because your growth will suffer from building the pyramids anyway, as will your economy from REXion if you build 6 or more without some lucky resources.

4) The true strategic value of the pyramids is switching first to REP for the early happiness and research, then HR to grow to sizes 10-13+ early allowing you to get your cottages worked early and NE GA etc. while skipping the trade for monarchy/theology. These warriors will likely run your enonomy negative from support costs for 8-12 units, not to worry. You will benefit once you shut off research and HR is obsolete by switching to US for the lower civic cost.

There is another often overlooked strategic factor to building the pyramids on immortal, after you build the pyramids the computer will have gold because they didn't complete it and nearly all of the AI will be trying to complete it, so it will be an early pad to your coffers allowing you to run research at 100% increasing your chances for CoL. With 100% research, Rep, and 2scientists working in the capital you are almost assured to be first to CoL.

The switching/revolting path is Rep and slavery > HR and OR > Bureaucracy and CS > Pacifism and Liberalism > US and Merc. Then an additonal revolt for adopting a religion at some point. This is more than other strategies, but I think this will allow you to maximize growth as I don't feel/understand whipping to be worth the pop cost mid to later in the game, and would rather be working my cottages, building culture, AND building cathedrals all at the same time.

4) The final benefit of the pyramids is once adopting US the hammers from the towns in your auxiliary cottaged city (worker farm early on) will increase gold as you are building wealth and likely have at least one merchant and probably a marketplace, allowing you to run at 100% culture for longer before briefly returning to 90% for a turn or three.

Not to mention the increased production for your capital and 3rd legendary city building those pesky cathedrals. This benefit will start small with 2-3hammers but will increase rapidly and cut the turns to build in half or more, and added with stone and copper it's only 6-8 turns per cathedral by the end, far more efficient than whipping at a cost of 7pop or more.

5) You will likely get a GE as everyone knows from the pyramids, and this is not assumed to be a benefit unless building the Sistine. I disagree. I believe that building the hanging gardens with the GE or even the hermitage in the 3rd legendary city are comparable on immortal as the game lasts longer than deity. With the hanging gardens you would obv not build it in the cap which has pyramids so you can dilute the GP gene pool to not pop another GE. With the hanging gardens and Merc you are assured to get your GAfarm to 10specialists even with a less than optimal placement. You don't even need fresh water in most cases for the GAfarm with these 2 additional specialists.

6) One final tiny point. I think that it's almost always better to add the first GA to a city, unless you need to expand the borders of your GA farm, a common problem, to get all the food resources that the AI annoyingly trys to take from you. The 3 gold helps more than it may seem, and the 12 culture it adds is raw culture, applicable to multipliers, which over the turns makes up for it in most cases. 4000/12=333, but with multipliers it's more like 140-160. Negligible of course considering the fastest immortal, small, normal, game took 256 turns, but the added 3 gold could make a lot of difference. 3*150= 450+paper = cost of trade for philo. Every bit counts.

Wow.... I'm starting to sound like Jesusin with my calculations.... Immitation is the best form of flattery. Next step is to actually implement this strategy :D

Opinions gentleman??
 
Okay dudes, I just played my first HOF mod game and it was probably the worst game I have played yet, but I had an epiphony of sorts. I didn't even finish because I wasn't going to make the HOF list and probably not even win before the computer launched the ship. I did however come up with a slight twist to previous theories on a cultural win, and I look forward to your feedback.

Yes, one often learns more losing a game badly, than winning and not really understanding why the game went so well.

After reading everyones strategies and feedback and playing half a dozen or so cultural games to completion and a handful to defeat I'm convinced that the strategies for an early deity win are different than for immortal or lower difficulty levels. The following is for non-gods playing a small map, normal speed, ancient, HOF rules, peaceful opponents:

Yes, Strategies for Settler and Deity are vastly different and often have no commonalities. In my opinion, the greatest difference between adjacent Levels is Immortal and Deity, primarily due to the AIs extra Settler. In all Difficulty levels, the AI has the same advantages/disadvantages as a Player at Noble Level. This is especially important for Research rate, where at Deity Level the AI's Noble Level gives them possibly more than double the Research rate that what the player starts with. To help counter this at high Levels (Immortal and Deity), it helps to get two Gems/Gold Mines running ASAP.

Look here for the handicap differences between Difficulty levels:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo\CIV4HandicapInfo.xml

1) I don't believe that a straight beeline to alphabet is the best strategy for immortal. In my experience it's almost always best to start with BW for REXion, then agriculture and maybe maybe maybe AH (preferably Masonry) depending on your setup although this is not optimal, then wheel, pottery etc. The reason being that the computer doesn't have enough techs to trade you to make it worth going straight for alphabet which often limits growth. They also don't have any gold yet, and if you refuse their demands which they often make you're already starting off on a bad footing, especially if trying to block the AI by not opening your borders right away and selecting a religion for the +25% OR bonus. In deity this is obviously much different, but on immortal the computer rarely has researched priesthood which is the precursor to CoL, so you end up doing it yourself and often lose the CoL race by 1-2turns.

A beeline to Alphabet isn't required. There are always alternatives, even at Deity Level. Put Mansa Musa is as an Opponent. If an Opponent offers Open Borders early (has Writing), it may not be long before the same AI has Alphabet to trade. In such a case, you will want to research something you can trade for Alphabet. You may also have to research Alphabet to some degree (1/4 - 1/3 complete), before the trade seems favorable to the AI.

Usually you want Open Borders with Civs that have any Religion you don't have, so that they can send you Missionaries or it can spread naturally (though I'm not sure OB is required in the latter case).

You may be right about Immortal and early Bronze Working. I recommend you use it to complete a Library right after completing Writing -> 2 Scientists -> GS -> Academy. Make use of Forest Chops or Slavery to build the early Library.

I also don't believe that 6 cities are needed, but it definitely helps to put down a sixth city later in the game around 500-700ad on the coast to get the ocean food resources after your borders expand. The best situation is to have all 5 cities completely landlocked. 5 cities cuz only 4 need to build temples for the cathedrals in the capital and 3rd legendary city. In almost every case no cathedrals will be built in the GAfarm, which you already know, so only 4 temples of each religion are needed. It's also helpful to put the 6th city down a little later to ensure grabbing a late religion because my slight strategy twist doesn't encourage bulbing philo, but rather trading gold and paper for it after trading CivilService for lots of stuff and lots of gold.

If the sixth City reduces your Research rate below 100% and later Culture rate below 100%, don't build it without great reasons like six Pigs in BFC of the sixth City (Super GA Farm)!

For Immortal, you should probably replace the second GS that normally bulbs Philosophy with a GA.

Consider researching Philosophy and getting there first. The AIs will back off Philosophy, because Taoism is no longer available.

Consider trading nearly everything you have, so the AIs spend their time researching what you don't have rather than one of the dozen Techs your hording. I suspect you may already be doing this.

2) I think that having stone is required for an early win with this strategy twist, again on immortal. First of all to build the pyramids, but also to double production speed for the cathedrals you are likely to get, and if you decide to build any early/mid wonders. You can almost always trade 2 surplus food resources for copper if you don't have it, but you usually do. Marble is rarely found in my games, and islam has never once spread to my cities, leave the hindu cathedral to the end or not at all.

For Cultural games, select the "Choose Relgions" option, just in case you can choose a Religion that has a bonus (Copper, Marble, Stone) that you actually have.

What Map Type are you playing? Some Maps have more Stone, Marble and even Copper than others.

3) By now you are probably shaking your head. I'm not going to use the pyramids for what you think I am and buy stuff with US... By the mid-end to end of the game on immortal (HOF earliest finish vanilla, normal: 1730ad "The Hawk" soon to be "Jayhawks" ;)) ALL of your cottages are towns. Looking at the civics, you're happy with LIB-CS-Merc-Pac but you're frustratingly stuck on HR, especially because you don't need it anymore so it's just a wasted civic. Additionally everyone knows the benefits of Rep early on after building pyramids for the science and happiness boost. This not only helps you research faster getting you to CoL first (working scientists in capital to pop GS during this period) but it also allows you to skip a line of research, and it saves you gold in warriors which would maintain happiness. Skipping monarchy (which they don't like to trade early anyway) and skipping theology (another pesky one to get from them sometimes, and you rarely build sistine without a GE anyway) allows you to focus your trades on getting other more important techs like lit-music-drama-calendar-math if you don't have it yet etc. This allows you to hold onto paper and civil service longer putting you further ahead in the lib race.

The Pyramids can be quite good for a Cultural Victory, but you need to make good use of any GE that may result and generally do things to prevent a GE or reduce the chance of generating one. The best thing about Representation is the extra Happiness for the largest Cities. The Research boost is nice too and will allow substantial Research after the Culture slider is pegged at 100%.

Additionally, this ties in with building only 5 cities early because your growth will suffer from building the pyramids anyway, as will your economy from REXion if you build 6 or more without some lucky resources.

The biggest disadvantage of building any World Wonder is the sacrifices required to do so.

4) The true strategic value of the pyramids is switching first to REP for the early happiness and research, then HR to grow to sizes 10-13+ early allowing you to get your cottages worked early and NE GA etc. while skipping the trade for monarchy/theology. These warriors will likely run your enonomy negative from support costs for 8-12 units, not to worry. You will benefit once you shut off research and HR is obsolete by switching to US for the lower civic cost.

Ideally, you will want no more than 1 Warrior per City.

I would never go from Representation to Hereditary Rule. Representation is a better source of Happiness than Hereditary Rule and requires no extra military units.

There is another often overlooked strategic factor to building the pyramids on immortal, after you build the pyramids the computer will have gold because they didn't complete it and nearly all of the AI will be trying to complete it, so it will be an early pad to your coffers allowing you to run research at 100% increasing your chances for CoL. With 100% research, Rep, and 2scientists working in the capital you are almost assured to be first to CoL.

With only 4 Opponents you may be overstating this effect. It's quite possible that no one else may be building The Pyramids.

The switching/revolting path is Rep and slavery > HR and OR > Bureaucracy and CS > Pacifism and Liberalism > US and Merc. Then an additonal revolt for adopting a religion at some point. This is more than other strategies, but I think this will allow you to maximize growth as I don't feel/understand whipping to be worth the pop cost mid to later in the game, and would rather be working my cottages, building culture, AND building cathedrals all at the same time.

Play Saladin (Spiritual, Philosophical) to avoid anarchy and for half price Temples.

Not sure Universal Suffrage would be worthwhile.

You should be running Caste System mid-game and end-game, so Slavery isn't an option. Unless, you are playing Saladin (Spiritual, Philosophical)!

4) The final benefit of the pyramids is once adopting US the hammers from the towns in your auxiliary cottaged city (worker farm early on) will increase gold as you are building wealth and likely have at least one merchant and probably a marketplace, allowing you to run at 100% culture for longer before briefly returning to 90% for a turn or three.

You can always work Merchants in non-Cultural and non-GA Farms for extra Wealth (in addition to building Wealth).

Not to mention the increased production for your capital and 3rd legendary city building those pesky cathedrals. This benefit will start small with 2-3hammers but will increase rapidly and cut the turns to build in half or more, and added with stone and copper it's only 6-8 turns per cathedral by the end, far more efficient than whipping at a cost of 7pop or more.

Your Cathedrals should be completed before you have Towns. Well, at least most of your Cathedrals should be completed before Towns.

5) You will likely get a GE as everyone knows from the pyramids, and this is not assumed to be a benefit unless building the Sistine. I disagree. I believe that building the hanging gardens with the GE or even the hermitage in the 3rd legendary city are comparable on immortal as the game lasts longer than deity. With the hanging gardens you would obv not build it in the cap which has pyramids so you can dilute the GP gene pool to not pop another GE. With the hanging gardens and Merc you are assured to get your GAfarm to 10specialists even with a less than optimal placement. You don't even need fresh water in most cases for the GAfarm with these 2 additional specialists.

Avoid a GE as much as possible. You don't want even a single GE to build The Sistine Chapel. There are alternatives, like Chopping The Sistine Chapel or not building it at all. The Sistine Chapel in BtS is a must build though.

6) One final tiny point. I think that it's almost always better to add the first GA to a city, unless you need to expand the borders of your GA farm, a common problem, to get all the food resources that the AI annoyingly trys to take from you. The 3 gold helps more than it may seem, and the 12 culture it adds is raw culture, applicable to multipliers, which over the turns makes up for it in most cases. 4000/12=333, but with multipliers it's more like 140-160. Negligible of course considering the fastest immortal, small, normal, game took 256 turns, but the added 3 gold could make a lot of difference. 3*150= 450+paper = cost of trade for philo. Every bit counts.

No, not always better. The best City to settle a GA in is the one with the highest Cultural Multiplier. Except when that City would go Legendary prematurely. Then City the second highest Cultural Multiplier, except ... Settling a GA into a GA Farm is almost certainly a mistake, since it should have no Cultural Multiplier other than Free Speech. OK, you did say almost, but I don't think its even "almost always better" either.

Wow.... I'm starting to sound like Jesusin with my calculations.... Immitation is the best form of flattery. Next step is to actually implement this strategy :D

Opinions gentleman??

Try winning without any Wonders, especially The Pyramids. You will never know how high a price you are paying for The Pyramids until you Win without building it or any other World Wonder.

After Winning without any World Wonders, try Winning with just The Pyramids. Just as an exercise use the same Start (a HOF violation, so don't submit it) and even with prior knowledge of the Map, you may be hard pressed to match the Date with No World Wonders.

Try BtS. Early Cultural Victories are much easier in BtS than either Vanilla or Warlords.

Sun Tzu Wu
 
What do you mean choose religions option?

When I say GA in the GA farm i mean bombing to expand borders to capture all the food resources that the AI tries to steal by settling closer, not joining as superspecialist

I played pangaea pressed as I read that offers subcontinients that you can often block from the AI settling. The 1.74mod isn't much different from the 1.61. The AI does seem slightly more intelligent, but that's probably just perception and not reality.

I just played a brief game and lost before it began cuz the map sucked. Terrible map, but i started it cuz stone was in the cap radius. You're absolutely right that it costs a lot to build it, but I think with the right map and the AI not starting right next to you so you have room to expand to 5 landlocked cities even building pyramids will offer the best chance at beating The Hawk, which is what I'm trying for.

Cathedrals being built before towns appear has been something I have not been able to do. I think this is a big difference between deity and immortal as tech trading is less frenzied on immortal and so you end up researching more techs on your own, hence the later finish date of 1730 in the HOF. My best game so far has been a 1725 finish with Gandhi using a WW spam strategy in conjunction with cottages and multipliers.

In the game that I talked about in the previous post my capital had 16 towns, and 3 cathedrals and only hit 560cpt, seriously lagging for the capital. Part of the problem was I was only able to run at 90% culture most of the time. The other problem was the late building of the cathedrals. All in all it would have been a good game if I had used the correct strategy, but I approached it more as a learning game and not an actual attempt at a HOF score, which I should have been doing as it was a great map. I had many mistakes and waste like periods of a priest as a specialist, scientist, etc. Not calculating like I normally do. I was really just trying to get a feel for what it was like to play with the HOF mod and rules, which I had not done before. I have only played once without revealing the map and that was the game that i played as Elizabeth and hadn't yet mastered the religion aspect in terms of pleasing the AI so they killed me.

My next attempt will be a serious one.
 
What do you mean choose religions option?

When you start a Custom Game, Choose Religions is one of the options always select for a Cultural Game in BtS. Sorry, its probably only available in BtS.

When I say GA in the GA farm i mean bombing to expand borders to capture all the food resources that the AI tries to steal by settling closer, not joining as superspecialist

Sorry, I misunderstood.

I played pangaea pressed as I read that offers subcontinients that you can often block from the AI settling. The 1.74mod isn't much different from the 1.61. The AI does seem slightly more intelligent, but that's probably just perception and not reality.

Many Players use Inland Sea. It often allows earlier trade than other maps, since all Rivers empty into the central sea. This also results in earlier Foreign trade routes which can boost early Research significantly. It also has a significant number of Forest groupings that matches that available in most other Maps. Forest chopping is often a key component of a Cultural Strategy to build early buildings and even Wonders fast.

Another advantage of Inland Sea is often there will be only two neighboring Civs, one clockwise and the other counterclockwise around the central sea.

I just played a brief game and lost before it began cuz the map sucked. Terrible map, but i started it cuz stone was in the cap radius. You're absolutely right that it costs a lot to build it, but I think with the right map and the AI not starting right next to you so you have room to expand to 5 landlocked cities even building pyramids will offer the best chance at beating The Hawk, which is what I'm trying for.

Are you using MapFinder?

Cathedrals being built before towns appear has been something I have not been able to do. I think this is a big difference between deity and immortal as tech trading is less frenzied on immortal and so you end up researching more techs on your own, hence the later finish date of 1730 in the HOF. My best game so far has been a 1725 finish with Gandhi using a WW spam strategy in conjunction with cottages and multipliers.

Just try to build your Cathedrals earlier. Ideally, try to have all your Cathedrals in place around the time you complete Liberalism and switch to 100% Culture. A Cathedral finished close to the Win date may be worthless or worse (building Culture may have been a better very late in the Game.

In the game that I talked about in the previous post my capital had 16 towns, and 3 cathedrals and only hit 560cpt, seriously lagging for the capital. Part of the problem was I was only able to run at 90% culture most of the time. The other problem was the late building of the cathedrals. All in all it would have been a good game if I had used the correct strategy, but I approached it more as a learning game and not an actual attempt at a HOF score, which I should have been doing as it was a great map. I had many mistakes and waste like periods of a priest as a specialist, scientist, etc. Not calculating like I normally do. I was really just trying to get a feel for what it was like to play with the HOF mod and rules, which I had not done before. I have only played once without revealing the map and that was the game that i played as Elizabeth and hadn't yet mastered the religion aspect in terms of pleasing the AI so they killed me.

Test games like this are great. One probably learns more from such not so serious games than the rare ones where everything goes right.

My next attempt will be a serious one.

Excellent!

Sun Tzu Wu
 
Opinions gentleman??

After reading your strategy only 2 strong ideas in my mind:

1.- Ooops, sorry, I had missed you were playing small, 4 cities is enough, 5 is best for additional GPFarms. Now, you have to have set the 4 up by 1AD.

2.- You build your cathedrals far too late and that's the problem that forces you to choose suboptimal strategies.


Since you don't build early cathedrals you get to Liberalism when your cities are not ready and then you want to buy them asap and that's why you like Pyramids.

Pyramids is far too expensive. Imagine using all those hammers in missionaries and temples instead of the pointy building. Stop imagining, do it! Your goal is to have 12-15 temples and 1 cathedral built by 1AD-500AD.




Small points:
- If you've got stone and built pyramids, why would you waste the GE on Hanging Gardens? Just build it! Same for Hermitage, it's not so expensive, specially if you use overflow from whipping cathedrals into it.
- You don't build culture till 10-15 turns from the end of the game. Monasteries (or wealth if you are poor) are better options.
- All your cities must pop at least one GA. When you are sure an auxiliary city won't pop any more GP, hire merchants in it.





What do you mean choose religions option?

It's an option that doesn't exist in Vanilla.
 
WHOOOOHOOOOOOOOOO!!!!!!!!! WON HOF BABY!!! 1655 finish to take down The Hawk. Hopefully he isn't notified of the loss cuz it's beatable. Played as Saladin to test him out and got a great start so I played it out. I must say I did it all on my own with no help from anybody. Just ignore the previous 10posts everyone, it's all me. Just kidding. Couldn't have done it without Jesusin and Sun Tzu Wu!! Thanks both of you for all of your help!!!!!!

Like I said Wu, all I needed was 2/3 of gems, gold, silver. I got both gems and gold in the capital on the river to boot (no jungle on gems luckily!!), perfect start!! Also got 190 gold from huts, so needless to say I was pretty excited about my chances. That was the only thing about it that was perfect though, had to work for the rest of it. My GPfarm only had pig and sugar, but I got it to 9 GA specialists with grasslands. Inland sea is definately the easiest map for the win I was going for, BY FAR. I only built 4 cities, and captured another one late for merchants to run at 100% culture, the rest of the flipped cities i destroyed to keep my civic costs low. I actually took it trying to get the fish, but only got it to 64%. It wasn't a perfect game so please wait a week before you guys beat it so I can bask in my glory.

I followed your paths almost exactly. Popped 2 GS in capital, first for academy, founded conf, second bulbed philo to found tao, civil service, literature, music to get the GA which I added to cult3 in 400bc (not bombed, maybe a bad idea but I figured I had up to 163 turns with him). Luckily there was one civ lagging so I kept selling him techs for 60-120 gold to keep my culture bar at 90-100%. Also sold the late ones. LOL, PP initially said 2736 turns, but i stuck to 0% research right after liberalism.

I only had 3 religions, no copper, no stone, no marble. My resources were cow, corn, gold, gems, sugar(2), horse, pig(2), another corn, cow, and horse for trading late after expansion, and wine after expansion late (used for health with grocer along with sugar, which I chopped for). I was able to trade for wheat, rice, and sheep. That's it!! Of course the AI had copper for trade late, after my cathedrals were all built, bastards. And stone after spamming GA in 3rd cult, also too late. I guess I should have taken advantage of the open borders and looked around their land huh... I probably wouldn't have thought I could get it anyway because it was the tile right next to their capital.

Your words rang through my head when I was building the Hermitage. I was soooo reluctant to build it in the capital cuz my 3rd legendary was hurting bad, but I trusted your advice to build it in the city with the highest base culture and.... YOU WERE RIGHT!!! Surprise surprise right. You're always right.

Some stats:
25AD == Research@90% -12gpt Education in 3 turns
Cap(12)- 7cott, gem, gold, corn, 126bpt (141@100%)==grain,lib,acad,aqu,temp
Cult3(8)- 6cott, cow, 22bpt(25@100%)==grain,lib,obl,temp(2)
Farm(10)- pig, sugar, 11bpt(13@100%)==NE in 1turn,grain,lib,obl,temp
Farm2(3)- pig, sugar, horse, 5bpt

350AD == research shut off, hermitage and 1 cathedral being built (part of another one in cap, switched to hermitage), 450gold, culture at 80%(not worth it yet), 0gpt
Cap- 134cpt
Farm- 78cpt
3rd- 90cpt

Finish 1655
Cap- 670cpt
Farm- 135cpt
3rd- 488cpt

Don't know how many artists I popped but the last one was popped for 2400, didn't see how much for another one. I didn't even really need the last artist, but it did save me one turn. Without it my cities would have finished farm, 3rd, cap, 1turn after another, so I put the last one in the cap to save a turn.

I didn't build any wonders, I was tempted, but glad I didn't and focused on cathedrals instead. It also kept my gene pool pure, which really helped cuz every city popped at least one GA. I was seriously worried about my lack of resources!!! I was able to trade for the important ones. I watched the foreign advisor like a hawk, and snatched them up at the expense of happiness because I knew I would need those food resources later and didn't want the other AI to take them. I was also able to get a good amount of gpt for my resources, and surprisingly 10gpt for horse late. I stingily cancelled and remade agreements when I saw they had even 1 extra gpt available. I have never played a game so carefully in my life. Mansa almost went to war with me so I gave him paper for free and traded a happiness resource for sheep earlier than I wanted, and it worked. I wasn't about to ruin this game cuz I knew I wouldn't get another start like that.


THANKS AGAIN JESUSIN AND SUN TZU WU!!!

EDIT: .....Uh oh, I just remembered something.... In 980ad my tiles went black for some reason.... I hit enter for one more turn thinking it would go away but it didn't so I quit and restarted my computer and it fixed it but I just realized that I didn't save after hitting enter, so I technically went back 1 turn.... Mother%$&#er... I hope they don't take it away from me on a technicality like that.... I would not be a happy camper
 
WHOOOOHOOOOOOOOOO!!!!!!!!! WON HOF BABY!!! 1655 finish to take down The Hawk.

Congratulations!

EDIT: .....Uh oh, I just remembered something.... In 980ad my tiles went black for some reason.... I hit enter for one more turn thinking it would go away but it didn't so I quit and restarted my computer and it fixed it but I just realized that I didn't save after hitting enter, so I technically went back 1 turn.... Mother%$&#er... I hope they don't take it away from me on a technicality like that.... I would not be a happy camper

If you went back to the last turn's auto save file and followed the instructions on this page ...

http://hof.civfanatics.net/civ4/rules.php?show=crashes

you might get it accepted. Good luck!

In the worst case, you now know how to get a fairly early Immortal Cultural Victory and will likely beat this one.

Sun Tzu Wu
 
This guide has been really helpful to me, too. Although I never play for culture from the start, sometimes I get into games where I have a friendly superpower AI and not much else threatening to win the game. Even if one pursues culture late, the cathedrals/cottage setup can outrace them to space and usually beat them to culture first.

One thing I like doing lately is medicine for sushi + military trades then going balls out culture. Good for an 1800's finish, which usually beats immortal AIs. I'd imagine with better MM/tigher play you can follow SOME aspects of Jesusin's guide here, only later, to switch to a culture win even if you don't prioritize it. The aspects where you are truly slower are GPP (fewer artists by a lot) and some un-necessary techs, but I've found that actually is rarely a hindrance to actually winning (just not early), assuming you don't get DoW'd close to victory. Diplo importance as usual!
 
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoo

"""""Hi Jayhawks.

Thank you for your recent Hall of Fame submission (#16642). However, we are unable to accept it due to reloading and replaying of turns. Reference ("http://hof.civfanatics.net/civ4/rules.php?show=disallowed"):""""""""
 
YOU WERE RIGHT!!! Surprise surprise right. You're always right.

:joke:

Well, of course, what did you expect?
I'm always right, that's why I go around writing guides.

:joke:




Congratulations! How many games has it taken you? I guess in the same number of games from now on you'll break 1500AD. Just do it all the same, but get 4 religions and
be quick with temples, missionaries and cathedrals.

Last GP 2400GPP means you got 17, plus 1 free from Music --> 2GS and 16GA.

You are ready to beat Deity!:)
 
Well I got pissed and just had to get on the HOF list so I saw gems grassland and played it out for a 1710 victory. Not the same feeling... I really wanted to post that 1655 victory. Live and learn right. My map sucked, and I'm not going to post any stats cuz I didn't keep any as I rushed through the game just to get in the HOF.

The 1655 finish was the game right after playing the inland sea map just to get a feel for it, quit before finishing. I regenerated map only once and saw the gems grass and gold and knew I had a winner. I think total it took me about 8 games including the excluded one to get on the HOF from when I started getting your help. This time I will get in for sure cuz I played straight through without quitting.

The next map will be a winner or I won't even bother playing as the next win I plan to post a 1500 win. Maybe I will step it up to deity instead, dunno.

Thanks again for all your help!!

P.S.- I'm getting better with my whipping, and saladin has become my new favorite due to the no anarchy and half priced temples. Again surprise surprise, another suggestion by the master.
 
Well I got pissed and just had to get on the HOF list so I saw gems grassland and played it out for a 1710 victory. Not the same feeling... I really wanted to post that 1655 victory.

Congrats on the 1710 AD Victory!

Very sorry about the 1655 AD Victory not meeting all HOF rules. I hope you have auto save set to 1 in your INI file now. Do that and single crashes shouldn't be much of a problem, so long as you follow the HOF procedure for recovering from a crash.

The 1655 finish was the game right after playing the inland sea map just to get a feel for it, quit before finishing. I regenerated map only once and saw the gems grass and gold and knew I had a winner. I think total it took me about 8 games including the excluded one to get on the HOF from when I started getting your help. This time I will get in for sure cuz I played straight through without quitting.

You are regenerating using the HOF Alt-G function, right?

The next map will be a winner or I won't even bother playing as the next win I plan to post a 1500 win. Maybe I will step it up to deity instead, dunno.

Get MapFinder working overnight to find good maps. Even a simple rule requiring just 2 Mining Resources works quite well. Set the range to 999, so as not to miss any good Start ...

Also consider moving your Settler to maximize Resources and Forests in the BFC.

Settling on Plains Hill, Plains Elephant, Plains Marble, Plains Stone gets you extra Hammer in the City Tile. Plains Hill Marble and Plains Hill Stone provide two extra Hammers, but they are very rarely in the right position to maximize other Resources in the BFC.

Also, don't forget the extra two Health for settling next to a River or other freash water source.

Note that Riverside Gems and Riverside Gold in the BFC are the best Commerce sources, but you have to get Mining ASAP (if you don't have as a Starting Technology).

Thanks again for all your help!!

Your welcome!

You will beat your 1655 AD record soon, I'm sure.

P.S.- I'm getting better with my whipping, and saladin has become my new favorite due to the no anarchy and half priced temples. Again surprise surprise, another suggestion by the master.

Yes, it is hard to beat the Spiritual trait for Vanilla or Warlords, just for the half price Temples, since one usually needs a fair number of them. At least two per planned Cathedral.

Sun Tzu Wu
 
Congratulations! How many games has it taken you? I guess in the same number of games from now on you'll break 1500AD. Just do it all the same, but get 4 religions and be quick with temples, missionaries and cathedrals.

Maybe more workers? It doesn't hurt to have a few extra workers chopping Forests to speed up the more critical builds like Missionaries, Temples, Cathedrals, National Epic and Hermitage.

Sun Tzu Wu
 
I'm very happy to heard from you again, TheMeInTeam!

This guide has been really helpful to me, too. Although I never play for culture from the start, sometimes I get into games where I have a friendly superpower AI and not much else threatening to win the game. Even if one pursues culture late, the cathedrals/cottage setup can outrace them to space and usually beat them to culture first.

Clearly, jesusin wrote a Wonderful Guide!

One thing I like doing lately is medicine for sushi + military trades then going balls out culture. Good for an 1800's finish, which usually beats immortal AIs. I'd imagine with better MM/tigher play you can follow SOME aspects of Jesusin's guide here, only later, to switch to a culture win even if you don't prioritize it. The aspects where you are truly slower are GPP (fewer artists by a lot) and some un-necessary techs, but I've found that actually is rarely a hindrance to actually winning (just not early), assuming you don't get DoW'd close to victory. Diplo importance as usual!

This is very intriguing! As a very serious HOF player, I commit to a particular Victory Condition well before Turn 0. What game speed are you using, Normal? Roughly, what range of turns (Dates) do you commit to a Cultural Victory? Were you previously pursuing a Domination Victory and noticed that a Cultural Victory might be easier to attain? Do you use a Domination Startegy that is very heavy in building Culture, thus making a switch to a Cultural Victory later on much easier to do?

Sid's Sushi is a great way get a lot of Culture fast, especially on a Map with numerous islands with or without some Continents. But like the National Park, also great for Cultural Victories, Sushi is available only with BtS. Anyone who doesn't have BtS, should get it now! You don't know what you are missing.

Sun Tzu Wu
 
You are regenerating using the HOF Alt-G function, right?

I click on the menu and then click regenerate map.... I'm guessing because you asked this question what I did is against the rules? Great, another HOF submission disallowed...

Get MapFinder working overnight to find good maps.

Please explain this more. I'm going to look into it before you're able to answer, but I don't understand how the map finder works. So it's legal to have an auto-regenerate coupled with an auto-save looking for specific starting resources? If the resources aren't found the map isn't saved?

Set the range to 999, so as not to miss any good Start ...

The 999 means you can save up to 999 "acceptable" maps during one cycle or 999 regenerations during one cycle? Is map finder something available on vanilla, and is it an extra extension or it's available with what I have now? The map finder only works to look for resources in the starting, i.e. visible squares, right? Otherwise that sounds illegal...

Even a simple rule requiring just 2 Mining Resources works quite well.

How can it look for mining resources if those resources haven't been revealed yet?
 
This is very intriguing! As a very serious HOF player, I commit to a particular Victory Condition well before Turn 0

Believe me, when I play HoF I do so as well. I usually play non-HoF on normal (usually immortal these days). Having barbs, often an unknown map, and unknown leaders makes committing to a victory either harder/less efficient than reading the situation, although it's often easy to decide early on.

Roughly, what range of turns (Dates) do you commit to a Cultural Victory? Were you previously pursuing a Domination Victory and noticed that a Cultural Victory might be easier to attain? Do you use a Domination Startegy that is very heavy in building Culture, thus making a switch to a Cultural Victory later on much easier to do?

Usually, around the time I've met all the AIs, aka often a little after liberalism is teched by somebody. In the last immortal university I actually lost lib and still won culture, although one runaway AI made it pretty tight vs space. I usually play out a start where I get as many good city sites as possible, meaning rush or peaceful expansion based on situation. From there, against the AI the lib path is almost always a sure bet for trade value...GPP usage and military production vary depending on games.

In my last game I committed to culture around 1300 AD on normal speed and had everything set up by turn 250, allowing me to win on turn 310 - this is too slow for many deity games but reasonable on immortal.

Also, since you commented here, I'd also like to point out that your advice has helped me a lot also, both to set up AP cheese even better than before and also to grab my first deity win, landing a short-lived top spot for G major 51 :). I'm sure it will be beaten, but I love slowly picking up the play abilities of the best players.
 
JESUS CHR!$T!! No wonder I thought Moonsinger was cheating in Civ3, he had something nobody else did. Wow, this mapfinder program is ridiculous. Jesusin, you should have pointed me to this thing long ago. Probably good that you didn't so I relied more on strategy than resources though. Once again the master is right. I am Darth Vader to your Emperor Sidius, what is thy bidding my master.

I answered my own question about the mining resources. Haven't downloaded the mapfinder program yet, but it appears you cannot specify gems and gold, but considering those are mine-able resources it achieves the same purpose. This makes me very very excited!!! There is no way I won't be able to get a 1500ad finish with this new tool. I still want more info from you Sun Tzu. Any tips hits etc. I saw a lot of people having troubles, and the explanations were not always detailed and explanatory.
 
I click on the menu and then click regenerate map.... I'm guessing because you asked this question what I did is against the rules? Great, another HOF submission disallowed...

I'm sure that using the menu is fine. I always use Alt-G for manual regeneration and even forgot that the same function can be accessed from the <ESC key> menu.

It is much easier to use Alt-G, since it does the regeneration immediately, without confirmation. You do need to enable this key stroke through the HOF module:

Press ESC key.
Click Options Menu Item.
Click on the HOF3 Tab.
Click the Enable Regenerate HotKey checkbox.

Note that MapFinder is also on the HOF3 Tab, but additional software needs to be loaded before it will work.

Please explain this more. I'm going to look into it before you're able to answer, but I don't understand how the map finder works. So it's legal to have an auto-regenerate coupled with an auto-save looking for specific starting resources? If the resources aren't found the map isn't saved?

MapFinder can only see Tiles that are revealed by the initial positions of your Settler and your Warrior or Scout (if you have Hunting as a staring Tech). The Map, a JPG of the map and a text file containing information about the Start, if it satisfies any group of rules in the current Rules file. Again, you can see the Game interface for MapFinder on the HOF3 tab.

MapFinder requires Microsoft .NET Framework Version 2.0 or greater.

See the main HOF module page here (says almost nothing about MapFinder - so skip to the next link):

http://hof.civfanatics.net/civ4/mod.php

Here are the instructions for MapFinder:

http://hof.civfanatics.net/civ4/mod.php?show=mapfinder

Note that MapFinder is part of the HOF module. There is also Map (Start) viewing application called "Civ4 Map Finder" that you can review the saved maps with; it also allows you to move, delete and even cause Civ4, Warlords or BtS start up and load the selected Start. The above link also describes how to install and use this Map viewing application.

The 999 means you can save up to 999 "acceptable" maps during one cycle or 999 regenerations during one cycle? Is map finder something available on vanilla, and is it an extra extension or it's available with what I have now? The map finder only works to look for resources in the starting, i.e. visible squares, right? Otherwise that sounds illegal...

All the above questions will be answered ... in this message. It does work on Vanilla.

MapFinder will restrict its search for the Tiles you specify at Range 2, Range 3, Range 4 or Range 999 from the Settler. Range 999 means it will examine every revealed Tile up to 999 units from the Settler; so essentially the Range limitation is ignored. (I have a bad habit of using Range 999, just in case the Warrior/Scout far from the Settler sees something really good. Range 4 is actually more than adequate. Range 2 is only good for when you plan to build your Capital in the Settler's initial Tile (no movement of the Settler).

How can it look for mining resources if those resources haven't been revealed yet?

For Ancient Starts, the Mining Resources visible are Gold, Gems, and Silver. As you implied, Copper will _not_ be visible when you start. However, based on how Civ4 generates Maps, you can be certain that Copper or any other Strategic Resource will never be found in a Tile with a Forest and Forests never grow in Tiles that have an unrevealed (or revealed) Strategic Resource.

In my opinion, it is critical to have at least one Gold or Gems Resource and preferably two or more in the Capital's BFC.

Sun Tzu Wu
 
JESUS CHR!$T!! No wonder I thought Moonsinger was cheating in Civ3, he had something nobody else did. Wow, this mapfinder program is ridiculous. Jesusin, you should have pointed me to this thing long ago. Probably good that you didn't so I relied more on strategy than resources though. Once again the master is right. I am Darth Vader to your Emperor Sidius, what is thy bidding my master.

It's not as powerful as it may seem. MapFinder may never provide the perfect Start, because the Map Generation Algorithm may be defined such it will generation one every few generations, ;) Seriously, I don't know how often a perfect Start is generated, but I've never seen one and I run MapFinder a lot.

However, it does take most of the tedium of finding good, very good, fine, very fine and even extra fine Starts.

I answered my own question about the mining resources. Haven't downloaded the mapfinder program yet, but it appears you cannot specify gems and gold, but considering those are mine-able resources it achieves the same purpose. This makes me very very excited!!! There is no way I won't be able to get a 1500ad finish with this new tool. I still want more info from you Sun Tzu. Any tips hits etc. I saw a lot of people having troubles, and the explanations were not always detailed and explanatory.

MapFinder Rule files can be defined that find every Map with 2 or more Gold and Gems. Don't use the default Rule file. Define your own Rule files via Save As.

For 2 Gems and/or Gold:
Specify 2 Gems in Rule Group #1.
Specify 1 Gems and 1 Gold in Rule Group #2.
Specify 2 Gold in Rule Group #3.

Sun Tzu Wu
 
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