Charis
Realms Beyond
Charis' Guide to 5CC
--------------------
Five city challenge, or 5CC, is a variant game where your civilization
can ONLY have five cities. That means accepting no flips, always razing
instead of capturing, and making the most out of the few cities you have.
Having done well in several medium difficulty 5CC, and somehow pulling
off a 5CC conquest victory on deity, there's a lot I've picked up
and wanted to share in this guide.
What makes 5CC hard?
- Quite limited production, income, and area
- High likelihood of missing several key resources
- Likely few luxury resources as well
- Can never have more than one army (can support 1 army per 4 cities)
- No forbidden palace (which means no using FP as placeholder either)
What makes 5CC doable, in fact, why five and not 4 or 6?
- With five cities you can build Wall Street and boost income
- With five cities you can build Battlefield Medicine
- With five you can get a capital plus one very nice ring of core cities
- Compared to more cities, the 'top five' often account for about 50% of
the income, research, and culture, due to extremely low corruption
=== Pregame ===
Three things are very important to consider before the game even starts:
Desired win condition, civilization, and map conditions.
Any win condition (other than domination) is possible, although the
feasibility will depend alot on the difficulty. Diplomacy is in general
one of the easiest ways to win (especially on deity). Conquest is a
bear, an extra challenge, but it's possible. Culture victory would come
as a 20K victory in one city with support by its other four. This is
a highly viable choice on lower diffs, and nearly impossible on deity
due to the speed the AI will reach space launch.
Your civilization choice should (naturally) match your desired win
condition. Egyptians and Babylonians are great choices for the peaceful
victories, while Germans, Chinese, Celts, Vikings, etc., are excellent
choice for military games (or combo games). Despotic Golden Ages are
definitely to be avoided. The expansionist trait is less useful than
in normal games, and scientific slightly more useful. You're more
likely to be well behind in tech, and the 'slingshot' provided on
entering a new era can make all the difference.
Map conditions also take increased importance, as pulling off naval
conquest when you can't capture or build new cities would make for
an extremely difficult 5CC. Large and huge maps make less sense for
5CC because you can't take advantage of added space. A 'common'
choice would be standard map, pangaea, random conditions. Pick
the barbarian level to taste - some don't want added headaches, while
others would like the chance to promote some troops without being at war.
Variations on the theme: i) 'loose' 5CC where you can temporarily have
an extra city but never end a turn with more than five, ii) start with
four cities and save the fifth for another continent, and for the truly
insane, iii) all four cities other than capital must be captured,
and iv) always war.
=== The Opening ===
To have a good chance at winning your core area, and especially your
capital city, should be fairly fertile, and should have some hilly areas.
With high food and low shields a granary is an option but it's far less
crucial than in other games where REX and/or settler factory is used. You
only need build only four settlers, ever.
It at all possible, found your capital on a river tile with some kind
of food bonus. A near ideal setup is: non-coastal capital surrounded by
four well spaced cities, at least one city on the coast, taking up a
space (penninsula or subcontinent) that will be swallowed up completely
by your cultural borders, with a chokepoint leading to your single
nearest neighbor. While you don't need all of these factors, the more
the merrier.
Pick good spots! Do not overlap cities, in fact spacing them an extra
tile or two apart will let you claim more area and the culture gaps will
fill in after a few expansions. Definitely strive to snag as many luxuries
and strategic resources as possible. Get the Wheel asap to make sure you
get horses for one city, and get Iron Working for sure before you found
the fifth city. If you've not snagged Iron in the first four its worth
taking your time settling the last one, and even founding a little further
away from the other cities. Found on good fertile land, but if there is
tundra or dessert outside the 21 tiles but very closeby, excellent! With
late game expansions you might get lucky and snag saltpeter or oil,
or have it close enough to easily colonize. (Rubber-jungles, coal-mtns too).
River spots are especially nice, allowing your cities to reach size 12
without an aqueduct. The commerce bonus of the river is helpful too.
Initial research - plan to either research or buy techs that display
new resources. If the Great Library is in your plans, get to Literature
asap. In general, pick techs the AI tends to neglect and research those
for great bartering opportunieis. Mathematics and Polytheism come to mind.
At the end of the era you'll very likely want to get into a Republic.
Your cities are quite highly developed, the military unit support is
puny with just five cities, and the bonus commerce from size 12 cities
is huge. Even if you plan to fight several wars, you'll VERY likely do
better in Republic. (If you don't believe me, ask T-Hawk
)
=== Middle Ages ===
In the early part of the middle ages you'll start to feel the sting
of five cities, as all other civs in the game are much larger, and
think nothing of bullying you around. Giving in to tribute is likely
unless you have a decidely military focus. 'Hang in there' is the
key to the middle ages, it's the low point of many games, and you may
fall way behind for a time on higher difficulties. Stay out of trouble,
and build-build-build. Once you get Wall Street going and have all size
12 or greater cities, and have a few lux or resources to sell, and are
in democracy, your economy will soar!
=== Industrial Era ===
Railroad quickly, have some workers on hand to add in instantly when you
build hospitals, and jockey for tech position on Scientific Method. With a
prebuild go for ToE and use it to snag Hoover (for denial even if you could do
without it yourself). Target size 20 or 21 with your cities, so that you have
zero extra food with as many tiles mined instead of irrigated - this will
maximize production and you will likely have several cities able to crank
100 shields per turn. With size 21 cities, banks (and stock exchanges on PtW),
full railroad network, and Wall Street, you will have a highly efficient
empire capable of heading toward several goals -- firm up your idea of
what win to strive for, and focus on that direction heavily now.
=== Modern Era ===
The human player has a huge advantage at this stage, in knowing how to use
railroad networks, artillery, air support, strategic alliances, and
how to effectively manage the space race, that he's in great shape if
he has survived this far. For diplo win this phase is short and sweet.
For other wins, do what you need to in order to slow down the superpower
who threatens your win condition. Declare war and bring the whole world
in on alliances, deny resources, and force him into the quadmire of
communism. Unlike the AI, you can use the luxury slider and stay in
democracy though just about the bloodiest warmongery if you need to.
In 5CC there would almost never be a need to drop out of a representative
government.
(end of Part I)
--------------------
Five city challenge, or 5CC, is a variant game where your civilization
can ONLY have five cities. That means accepting no flips, always razing
instead of capturing, and making the most out of the few cities you have.

Having done well in several medium difficulty 5CC, and somehow pulling
off a 5CC conquest victory on deity, there's a lot I've picked up
and wanted to share in this guide.
What makes 5CC hard?
- Quite limited production, income, and area
- High likelihood of missing several key resources
- Likely few luxury resources as well
- Can never have more than one army (can support 1 army per 4 cities)
- No forbidden palace (which means no using FP as placeholder either)
What makes 5CC doable, in fact, why five and not 4 or 6?
- With five cities you can build Wall Street and boost income
- With five cities you can build Battlefield Medicine
- With five you can get a capital plus one very nice ring of core cities
- Compared to more cities, the 'top five' often account for about 50% of
the income, research, and culture, due to extremely low corruption
=== Pregame ===
Three things are very important to consider before the game even starts:
Desired win condition, civilization, and map conditions.
Any win condition (other than domination) is possible, although the
feasibility will depend alot on the difficulty. Diplomacy is in general
one of the easiest ways to win (especially on deity). Conquest is a
bear, an extra challenge, but it's possible. Culture victory would come
as a 20K victory in one city with support by its other four. This is
a highly viable choice on lower diffs, and nearly impossible on deity
due to the speed the AI will reach space launch.
Your civilization choice should (naturally) match your desired win
condition. Egyptians and Babylonians are great choices for the peaceful
victories, while Germans, Chinese, Celts, Vikings, etc., are excellent
choice for military games (or combo games). Despotic Golden Ages are
definitely to be avoided. The expansionist trait is less useful than
in normal games, and scientific slightly more useful. You're more
likely to be well behind in tech, and the 'slingshot' provided on
entering a new era can make all the difference.
Map conditions also take increased importance, as pulling off naval
conquest when you can't capture or build new cities would make for
an extremely difficult 5CC. Large and huge maps make less sense for
5CC because you can't take advantage of added space. A 'common'
choice would be standard map, pangaea, random conditions. Pick
the barbarian level to taste - some don't want added headaches, while
others would like the chance to promote some troops without being at war.
Variations on the theme: i) 'loose' 5CC where you can temporarily have
an extra city but never end a turn with more than five, ii) start with
four cities and save the fifth for another continent, and for the truly
insane, iii) all four cities other than capital must be captured,
and iv) always war.
=== The Opening ===
To have a good chance at winning your core area, and especially your
capital city, should be fairly fertile, and should have some hilly areas.
With high food and low shields a granary is an option but it's far less
crucial than in other games where REX and/or settler factory is used. You
only need build only four settlers, ever.
It at all possible, found your capital on a river tile with some kind
of food bonus. A near ideal setup is: non-coastal capital surrounded by
four well spaced cities, at least one city on the coast, taking up a
space (penninsula or subcontinent) that will be swallowed up completely
by your cultural borders, with a chokepoint leading to your single
nearest neighbor. While you don't need all of these factors, the more
the merrier.
Pick good spots! Do not overlap cities, in fact spacing them an extra
tile or two apart will let you claim more area and the culture gaps will
fill in after a few expansions. Definitely strive to snag as many luxuries
and strategic resources as possible. Get the Wheel asap to make sure you
get horses for one city, and get Iron Working for sure before you found
the fifth city. If you've not snagged Iron in the first four its worth
taking your time settling the last one, and even founding a little further
away from the other cities. Found on good fertile land, but if there is
tundra or dessert outside the 21 tiles but very closeby, excellent! With
late game expansions you might get lucky and snag saltpeter or oil,
or have it close enough to easily colonize. (Rubber-jungles, coal-mtns too).
River spots are especially nice, allowing your cities to reach size 12
without an aqueduct. The commerce bonus of the river is helpful too.
Initial research - plan to either research or buy techs that display
new resources. If the Great Library is in your plans, get to Literature
asap. In general, pick techs the AI tends to neglect and research those
for great bartering opportunieis. Mathematics and Polytheism come to mind.
At the end of the era you'll very likely want to get into a Republic.
Your cities are quite highly developed, the military unit support is
puny with just five cities, and the bonus commerce from size 12 cities
is huge. Even if you plan to fight several wars, you'll VERY likely do
better in Republic. (If you don't believe me, ask T-Hawk

=== Middle Ages ===
In the early part of the middle ages you'll start to feel the sting
of five cities, as all other civs in the game are much larger, and
think nothing of bullying you around. Giving in to tribute is likely
unless you have a decidely military focus. 'Hang in there' is the
key to the middle ages, it's the low point of many games, and you may
fall way behind for a time on higher difficulties. Stay out of trouble,
and build-build-build. Once you get Wall Street going and have all size
12 or greater cities, and have a few lux or resources to sell, and are
in democracy, your economy will soar!
=== Industrial Era ===
Railroad quickly, have some workers on hand to add in instantly when you
build hospitals, and jockey for tech position on Scientific Method. With a
prebuild go for ToE and use it to snag Hoover (for denial even if you could do
without it yourself). Target size 20 or 21 with your cities, so that you have
zero extra food with as many tiles mined instead of irrigated - this will
maximize production and you will likely have several cities able to crank
100 shields per turn. With size 21 cities, banks (and stock exchanges on PtW),
full railroad network, and Wall Street, you will have a highly efficient
empire capable of heading toward several goals -- firm up your idea of
what win to strive for, and focus on that direction heavily now.
=== Modern Era ===
The human player has a huge advantage at this stage, in knowing how to use
railroad networks, artillery, air support, strategic alliances, and
how to effectively manage the space race, that he's in great shape if
he has survived this far. For diplo win this phase is short and sweet.
For other wins, do what you need to in order to slow down the superpower
who threatens your win condition. Declare war and bring the whole world
in on alliances, deny resources, and force him into the quadmire of
communism. Unlike the AI, you can use the luxury slider and stay in
democracy though just about the bloodiest warmongery if you need to.
In 5CC there would almost never be a need to drop out of a representative
government.
(end of Part I)