T-hawk
Transcend
This is a guide for how to achieve a single-city 20,000-culture victory in Conquests. It is geared towards high-difficulty play, generally for Emperor through Deity. The purpose of this guide to explain not just how to get a cultural victory, but how to accumulate enough culture reasonably quickly that you can claim a victory without seeing your opponents threaten a space or even histogram victory. This is all about single-player play against AI opponents; nobody in their right mind tries to reach 20,000 culture in multiplayer.
This assumes a fairly typical game situation, and is not meant to be a guide to offbeat plans like militarily stomping all the AIs so your city can clean up on all the wonders.
Understanding this guide requires knowing what a "prebuild" is in terms of Civ 3. A prebuild is when you have a city start production on an expensive item that you have no intention of building to completion, such as the Pyramids or a new Palace. You set production to this item solely to hold and accumulate shields in the city's production box until you can acquire the technology needed for whatever you actually want to build, such as the Great Library.
PICK YOUR CIVILIZATION
Here is my assessment of the relative usefulness of civilization traits for a 20,000 culture victory.
1. Religious. The best trait, completely undoubtedly. Shorter anarchy directly translates into an earlier victory date, both of the cheaper religious buildings leave more shields for wonders, and you start with the tech for a temple. Finally, you can often time a Golden Age very well with the Sistine Chapel or Bach's Cathedral.
2. Scientific. The free technologies can go a long way towards retaining economic parity on higher difficulties. Cheaper buildings are helpful, as is starting with Bronze Working for the Colossus, and a scientific Great Leader is a great boon. And the Great Library can score a decently timed Golden Age.
3. Industrious. It'll depend on the terrain, but it's a solid all-around trait, and you start with Masonry for early wonder availability. There aren't many Industrious wonders, though.
4. Agricultural. Early bonus food does help the city to grow faster, although this isn't extremely significant as you'll probably pick a site with food bonuses for the cultural city. Agricultural wonders for a Golden Age are also very few, though almost all the Agricultural civs have early unique units.
5. Expansionist. This depends on luck, but it's a big payoff to grab a free settler early so that your 20k city doesn't need to put out one. It'll also let you scout terrain quickly if you think you might plan on using a non-capital city for the culture. You'll need either the Colossus or Copernicus' Observatory for a wonder Golden Age.
6. Militaristic. This was very useful in Civ3/PTW for the enhanced Leader generation abilities, but it's mostly useless for a 20k win in Conquests, since military great leaders can no longer rush great wonders. All the Militaristic wonders are lousy for culture except the Statue of Zeus.
7. Commercial. Useless except for the fact that you start with Alphabet tech towards the Great Library. You can get half a Golden Age from the Colossus, which is nice, although it isn't so great if it fulfills both your traits by itself.
8. Seafaring. See Commercial. Better on an archipelago map of course.
Unique Units generally don't matter much towards a 20k victory. You shouldn't be pursuing military conquest. The only way a UU really matters is triggering a Golden Age if your wonders don't work out for it, and for that a late-ancient or early-medieval UU is best.
Best overall civs: Babylon, Egypt, Celts, Persia, Sumeria
Worst civs: Hittites, England, Portugal (these three have instant Colossus Golden Ages and two have late UUs), America (if you miss the Pyramids and Hanging Gardens, you won't get a Golden Age), Scandinavia, Zulu, Mongols
FIRST THINGS FIRST
Unless your starting terrain is absolutely excellent for a 20k city, you'll want to build at least a couple exploring warriors or scouts to see what terrain is available. A good 20k city site will have as many of these features as possible, roughly in order of importance:
* At least one strong (cattle or wheat on grass or flood-plains) food bonus, or multiple weak bonuses
* Fresh water access
* A supply of bonus grassland tiles and forests for ancient-era shield production
* Coastal access for coastal wonders
* A few hills or mountains for middle-ages shield production
If your capital site doesn't have a good combination of these, and restarting is off the table as in a tournament game, you'll likely want to look elsewhere for a good city site. Of course, if your capital has a coastal river with four cattle tiles, go for culture right there.
In the Capital:
Advantages:
* You know very early what terrain the city has to work with
* The Palace provides free culture
* Faster to get a wonder started
* No corruption
Disadvantages:
* Slow civilization expansion in the early game as your capital cannot be a settler farm
* Cannot use the Palace as a prebuild to start wonders early or carry over between them
In Another City:
Advantages:
* Can always use the Palace to prebuild or carry over between wonders
* Faster civilization expansion as the capital can build a granary and farm settlers
* Can build the Forbidden Palace, which provides more culture than the Palace in the long run
* May find location with more terrain potential than the Palace
Disadvantages:
* Slower start
* Must first explore to find good terrain to build city
* Will have a small amount of corruption
Both these plans carry significant advantages and disadvantages. On high difficulty, I usually prefer to use a city other than the capital. Having the Palace available to prebuild wonders is very important against steep AI cost discounts, and maintaing good speed on early settler expansion is also desirable.
OPENING MOVES
I almost always start with at least two warriors or scouts to start exploring. After that, I usually follow these build orders. For a game plan in the capital:
* Temple (research Ceremonial Burial right away if you're not religious)
* Settler
* At least two warriors for MP, plus an archer or spearman if barbarian activity is high
* Wonder
The second city should build:
* Granary (research Pottery if necessary; use a settler or barracks to prebuild it)
* Military as needed to defend against barbs
* At least two more workers, one each for this city and the capital
* Settlers
For a game plan outside the capital, the capital should build:
* At least one escort for the settler if barbs are Sedentary or higher
* A settler to go found the 20k city
* Another warrior or two as needed for MP and barbarian defense
* Granary
* Units to provide two MP in the 20k city
* Workers so that the 20k city has at least two (often the starting worker will improve 3-4 tiles at the capital and then migrate to the 20k city)
* Settlers
The second (20k) city should build:
* Temple
* Wonder
The capital must be dedicated to supplying the 20k city with military support and workers, before you start farming settlers. All these build orders are subject to changes and adjustments, but that's the general outline of what I've found to be the best moves. I have found in general that a granary is NOT necessary in the 20k city, as long it has a food bonus or two. Better to put the 60 shields towards a wonder instead.
Of course, you want to follow standard micromanagement principles in the early game, adjusting food and shields to complete growth exactly, micromanaging the luxury tax to keep all your citizens working, and so on. You also want to manage your research choices to make sure you always have a wonder available when your city is ready to start building one. Masonry provides the Pyramids and Palace prebuild, so Industrious civs have an ideal position here, and scientific civs may have the Colossus available. Other civs need to make sure to get Masonry or Mysticism quickly. Then direct research as needed towards Mathematics and Literature for those wonders, and go for Philosophy too if you have a good chance at getting that first.
A key element of a 20k game is to keep the global research pace as slow as you can. The slower techs come in, the more time your city has to build each of the wonders. Especially on Emperor or lower difficulty, don't be in a rush to trade techs to groups of civs that don't have contact with each other. Don't be in a hurry to research by yourself, either. And nothing slows global research like getting some civs at war with each other.
OPENING WONDERS
There are three key ancient wonders for a 20k cultural victory. These are the Colossus, Statue of Zeus, and the Great Library. Not only do all of these provide excellent culture per shield invested, they also all have very helpful effects for a 20k victory game. Colossus commerce is nice - one hidden benefit of this wonder is that it goes a long way towards keeping the city happy via luxury tax. The Statue of Zeus gives you instant superiority over any remaining barbarian activity, and can provide all the military your entire empire needs for quite some time. Finally, we all know the Great Library gives you economic supremacy until the middle of the Middle Ages, letting you use your cash to rush buildings instead.
Which of these wonders and in what order you can get them is a skill learned with practice. On Monarch, getting all three should be quite possible if you can meet the eligibility requirements (coast and ivory) for the Colossus and Statue. On Emperor, you can get all three (a capital city has a better chance), although you'll need a bit of help with the eligibility requirements keeping strong AI cities away from the early wonders.
If you can't meet the eligibility requirements for the Colossus or Statue, the other options are the Oracle or Pyramids. I've played quite a number of 20k games, and I find that the lower shield cost of the Oracle - getting another wonder started sooner - is more important than the effect of the Pyramids. Of course, the Pyramids aren't a bad prize if someone does beat you to the Oracle or you don't get Mysticism early. And if your civ is Industrious or Agricultural with a late UU, you should definitely seriously consider the Pyramids, as getting them may be your only way to a Golden Age.
On Demigod, plan on no more than one of the early wonders before the Library, and on Deity, grab any wonder at all that you can get. On Demigod or Deity, if you're not using your capital for the 20k attempt, the best plan is very often just to start a Palace prebuild ASAP and go directly for the Great Library.
If you get lucky enough for a scientific Great Leader, save it until your city finishes another project, then use it for the best wonder available. Generally the Pyramids, Great Library, or Temple of Artemis. Do NOT waste shields - if your city has 100 shields accumulated already, don't "finish" the wonder with the Leader. Rather, build a cheap wonder yourself, then rush another. The Leader will wait patiently.
Keeping track of strong AI cities building wonders is also important, so you know when you won't have a chance at a particular wonder. I've gone so far as to write down the city and date anytime a rival starts a wonder. Establishing embassies gives you a peek at the capital, of course, and also lets you sign a Right of Passage to send exploring units to find their wonder-building cities so you have an idea of their power.
It depends on your city's terrain, but if your civ happens to get an early Golden Age from the Colossus or Statue or combination, it often isn't completely wasted in despotism. Much of the commerce boost will likely be lost, but if your city is up to a decent size working some 1-shield plains or mined grassland, or 3-shield mined hills, the GA will give a decent boost towards another wonder.
Continued due to post size limit...
This assumes a fairly typical game situation, and is not meant to be a guide to offbeat plans like militarily stomping all the AIs so your city can clean up on all the wonders.
Understanding this guide requires knowing what a "prebuild" is in terms of Civ 3. A prebuild is when you have a city start production on an expensive item that you have no intention of building to completion, such as the Pyramids or a new Palace. You set production to this item solely to hold and accumulate shields in the city's production box until you can acquire the technology needed for whatever you actually want to build, such as the Great Library.
PICK YOUR CIVILIZATION
Here is my assessment of the relative usefulness of civilization traits for a 20,000 culture victory.
1. Religious. The best trait, completely undoubtedly. Shorter anarchy directly translates into an earlier victory date, both of the cheaper religious buildings leave more shields for wonders, and you start with the tech for a temple. Finally, you can often time a Golden Age very well with the Sistine Chapel or Bach's Cathedral.
2. Scientific. The free technologies can go a long way towards retaining economic parity on higher difficulties. Cheaper buildings are helpful, as is starting with Bronze Working for the Colossus, and a scientific Great Leader is a great boon. And the Great Library can score a decently timed Golden Age.
3. Industrious. It'll depend on the terrain, but it's a solid all-around trait, and you start with Masonry for early wonder availability. There aren't many Industrious wonders, though.
4. Agricultural. Early bonus food does help the city to grow faster, although this isn't extremely significant as you'll probably pick a site with food bonuses for the cultural city. Agricultural wonders for a Golden Age are also very few, though almost all the Agricultural civs have early unique units.
5. Expansionist. This depends on luck, but it's a big payoff to grab a free settler early so that your 20k city doesn't need to put out one. It'll also let you scout terrain quickly if you think you might plan on using a non-capital city for the culture. You'll need either the Colossus or Copernicus' Observatory for a wonder Golden Age.
6. Militaristic. This was very useful in Civ3/PTW for the enhanced Leader generation abilities, but it's mostly useless for a 20k win in Conquests, since military great leaders can no longer rush great wonders. All the Militaristic wonders are lousy for culture except the Statue of Zeus.
7. Commercial. Useless except for the fact that you start with Alphabet tech towards the Great Library. You can get half a Golden Age from the Colossus, which is nice, although it isn't so great if it fulfills both your traits by itself.
8. Seafaring. See Commercial. Better on an archipelago map of course.
Unique Units generally don't matter much towards a 20k victory. You shouldn't be pursuing military conquest. The only way a UU really matters is triggering a Golden Age if your wonders don't work out for it, and for that a late-ancient or early-medieval UU is best.
Best overall civs: Babylon, Egypt, Celts, Persia, Sumeria
Worst civs: Hittites, England, Portugal (these three have instant Colossus Golden Ages and two have late UUs), America (if you miss the Pyramids and Hanging Gardens, you won't get a Golden Age), Scandinavia, Zulu, Mongols
FIRST THINGS FIRST
Unless your starting terrain is absolutely excellent for a 20k city, you'll want to build at least a couple exploring warriors or scouts to see what terrain is available. A good 20k city site will have as many of these features as possible, roughly in order of importance:
* At least one strong (cattle or wheat on grass or flood-plains) food bonus, or multiple weak bonuses
* Fresh water access
* A supply of bonus grassland tiles and forests for ancient-era shield production
* Coastal access for coastal wonders
* A few hills or mountains for middle-ages shield production
If your capital site doesn't have a good combination of these, and restarting is off the table as in a tournament game, you'll likely want to look elsewhere for a good city site. Of course, if your capital has a coastal river with four cattle tiles, go for culture right there.
In the Capital:
Advantages:
* You know very early what terrain the city has to work with
* The Palace provides free culture
* Faster to get a wonder started
* No corruption
Disadvantages:
* Slow civilization expansion in the early game as your capital cannot be a settler farm
* Cannot use the Palace as a prebuild to start wonders early or carry over between them
In Another City:
Advantages:
* Can always use the Palace to prebuild or carry over between wonders
* Faster civilization expansion as the capital can build a granary and farm settlers
* Can build the Forbidden Palace, which provides more culture than the Palace in the long run
* May find location with more terrain potential than the Palace
Disadvantages:
* Slower start
* Must first explore to find good terrain to build city
* Will have a small amount of corruption
Both these plans carry significant advantages and disadvantages. On high difficulty, I usually prefer to use a city other than the capital. Having the Palace available to prebuild wonders is very important against steep AI cost discounts, and maintaing good speed on early settler expansion is also desirable.
OPENING MOVES
I almost always start with at least two warriors or scouts to start exploring. After that, I usually follow these build orders. For a game plan in the capital:
* Temple (research Ceremonial Burial right away if you're not religious)
* Settler
* At least two warriors for MP, plus an archer or spearman if barbarian activity is high
* Wonder
The second city should build:
* Granary (research Pottery if necessary; use a settler or barracks to prebuild it)
* Military as needed to defend against barbs
* At least two more workers, one each for this city and the capital
* Settlers
For a game plan outside the capital, the capital should build:
* At least one escort for the settler if barbs are Sedentary or higher
* A settler to go found the 20k city
* Another warrior or two as needed for MP and barbarian defense
* Granary
* Units to provide two MP in the 20k city
* Workers so that the 20k city has at least two (often the starting worker will improve 3-4 tiles at the capital and then migrate to the 20k city)
* Settlers
The second (20k) city should build:
* Temple
* Wonder
The capital must be dedicated to supplying the 20k city with military support and workers, before you start farming settlers. All these build orders are subject to changes and adjustments, but that's the general outline of what I've found to be the best moves. I have found in general that a granary is NOT necessary in the 20k city, as long it has a food bonus or two. Better to put the 60 shields towards a wonder instead.
Of course, you want to follow standard micromanagement principles in the early game, adjusting food and shields to complete growth exactly, micromanaging the luxury tax to keep all your citizens working, and so on. You also want to manage your research choices to make sure you always have a wonder available when your city is ready to start building one. Masonry provides the Pyramids and Palace prebuild, so Industrious civs have an ideal position here, and scientific civs may have the Colossus available. Other civs need to make sure to get Masonry or Mysticism quickly. Then direct research as needed towards Mathematics and Literature for those wonders, and go for Philosophy too if you have a good chance at getting that first.
A key element of a 20k game is to keep the global research pace as slow as you can. The slower techs come in, the more time your city has to build each of the wonders. Especially on Emperor or lower difficulty, don't be in a rush to trade techs to groups of civs that don't have contact with each other. Don't be in a hurry to research by yourself, either. And nothing slows global research like getting some civs at war with each other.
OPENING WONDERS
There are three key ancient wonders for a 20k cultural victory. These are the Colossus, Statue of Zeus, and the Great Library. Not only do all of these provide excellent culture per shield invested, they also all have very helpful effects for a 20k victory game. Colossus commerce is nice - one hidden benefit of this wonder is that it goes a long way towards keeping the city happy via luxury tax. The Statue of Zeus gives you instant superiority over any remaining barbarian activity, and can provide all the military your entire empire needs for quite some time. Finally, we all know the Great Library gives you economic supremacy until the middle of the Middle Ages, letting you use your cash to rush buildings instead.
Which of these wonders and in what order you can get them is a skill learned with practice. On Monarch, getting all three should be quite possible if you can meet the eligibility requirements (coast and ivory) for the Colossus and Statue. On Emperor, you can get all three (a capital city has a better chance), although you'll need a bit of help with the eligibility requirements keeping strong AI cities away from the early wonders.
If you can't meet the eligibility requirements for the Colossus or Statue, the other options are the Oracle or Pyramids. I've played quite a number of 20k games, and I find that the lower shield cost of the Oracle - getting another wonder started sooner - is more important than the effect of the Pyramids. Of course, the Pyramids aren't a bad prize if someone does beat you to the Oracle or you don't get Mysticism early. And if your civ is Industrious or Agricultural with a late UU, you should definitely seriously consider the Pyramids, as getting them may be your only way to a Golden Age.
On Demigod, plan on no more than one of the early wonders before the Library, and on Deity, grab any wonder at all that you can get. On Demigod or Deity, if you're not using your capital for the 20k attempt, the best plan is very often just to start a Palace prebuild ASAP and go directly for the Great Library.
If you get lucky enough for a scientific Great Leader, save it until your city finishes another project, then use it for the best wonder available. Generally the Pyramids, Great Library, or Temple of Artemis. Do NOT waste shields - if your city has 100 shields accumulated already, don't "finish" the wonder with the Leader. Rather, build a cheap wonder yourself, then rush another. The Leader will wait patiently.
Keeping track of strong AI cities building wonders is also important, so you know when you won't have a chance at a particular wonder. I've gone so far as to write down the city and date anytime a rival starts a wonder. Establishing embassies gives you a peek at the capital, of course, and also lets you sign a Right of Passage to send exploring units to find their wonder-building cities so you have an idea of their power.
It depends on your city's terrain, but if your civ happens to get an early Golden Age from the Colossus or Statue or combination, it often isn't completely wasted in despotism. Much of the commerce boost will likely be lost, but if your city is up to a decent size working some 1-shield plains or mined grassland, or 3-shield mined hills, the GA will give a decent boost towards another wonder.
Continued due to post size limit...