How to expand culture when monuments become obsolete?

alcibaides

Warlord
Joined
Feb 22, 2005
Messages
136
I have been using monuments as a quick way to expand the culture around newly conquered/built cities to insure they wont flip to nearby civs. But now the monument improvement is obsolete. The only other improvement that i see that has a cultural effect appears to be libraries, but they take forever to build. Is there any other quick way to get a bit of culture in new cities?
 
Drama for Theatres - cheap and better culture
Caste System to run an artist will get borders popped quickly
Build Culture
Libraries

Lastly, once I have a religion I will generally spread it around. Interestingly, if you have two religions but not in a a religion, you actually get more culture per religion in that city. So missionaries can do the trick and then monasteries and temples. It all has to balance to your goals and strategies, as building missionaries may not always be optimal.
 
Early on, if you cannot do a monument, a library or a wonder, then religion is likely the only option. Theatres are great but they come later as do opportunities for artist specialists and building culture.
 
If monuments are obsolete surely theatres are available!!?? :crazyeye: Or at least drama will just be a 1 turn tech by then.

Music is perhaps more likely to have been skipped and is a more expensive tech, but if you have it, building culture is the cheaest way to get a border pop just to claim a resource - 10 hammers. That's not ideal though for culture wars since you need something to keep "pumping" culture.

By astronomy I find I'm often in caste system, and an artist is quite efficient then. Say you take a citizen off a notional average 4 hammer tile - it's cost 16 hammers for the border pop. It's also a more convenient way of generating ongoing culture for a "mild" border war since the city can be building something else, and doesn't have to dedicate its queue to building :culture:

I'm not sure about the efficiency of religion if it's just for the culture. It's 40 hammers for the missionary, or cross fingers for random spread which isn't very convenient. If organized religion is active though it's great because not only do you save on the monument you're magnifying the speed the new city can build its infrastructure. 1:culture: is pretty puny for an ongoing culture war but it's something, and enables the religious buildings, which the AI will certainly be building in its city!

I remember reading a long time ago that the monastery was quite an efficient source of culture - looking at the costs now it's OK but not brilliant. 60 hammers for 2:culture: which is 30:hammers:/:culture:, the same as a monument. But better than library and much better than a temple though. Theatre is 50 for 3, or 17:hammers:/:culture: which is both the strongest and the the best value culture building excluding the later +50% ones.
 
He might be playing Vanilla, where monuments were obsoleted by Calendar. I think that changed with Warlords, though I'm not sure.

Spreading a religion means hammers in a city that's established, while the other one can focus on a granary, though. Plus the happy, of course.
 
Caste system is the best; you don't have to build any missionaries or buildings, and an artist specialist producing 4 culture per turn can grow a new city's borders in just three turns.

Unfortunately, you can't have both slavery and caste system at the same time; being spiritual clearly helps here.
 
Religion is often a good choice. A decent city can build a missionary in one-two turns. If the missionary is of your state religion (best choice) you then get the benefits of your religious civic in the city, 1 happiness and culture. If your religion is the AP religion, so much the better. More votes to control the insanity of the AP.

If you are running OR, you can build missionaries without a monastary, even after monastaries are obsolete.
 
If BTS then; Sid's Sushi Co. if you can afford the corporate upkeep sans-Courthouse for a few turns.
 
You might well be running Universal Suffrage by that point, in which case you can just outright buy a culture-producing building.

However, I can't remember the last time I had a new city that needed to compete culture-wise in the late game. The obvious case would be a newly-conquered city, but generally in that situation I'm heading off to conquer the cities that are putting it under cultural pressure, too...
 
1. Running 1 Artist in CS on Marathon is 8 turns or 5 with Sistine Chapel. If you captured city you can run several artist until 1st border - population will not die so fast
2. Religion. Just send 1 missionary with a settler.
 
btw - I remember reading that building culture is a little bugged (to the players benefit), where if yoiu build culture and you queue something up after it, when the culture reaches the first level, the hammers get applied to the next thing up as well.

Dunno if it's true, but it's interesting. It's probably not all that many hammers, in any case (size 1 city, after all)
 
1) Build Culture

2) If in Caste run an artist specialist

3) If warring alot up the culture slider.
 
If just noticed that if you're a creative leader, and running caste system and free speech, you can get any new city to expand its borders in a single turn. Cool.
 
Usually, I'll run Artist(s) under Caste System once Monuments are obsoleted. Eventually, I try to have Eiffel Tower to allow Artists to be run under any civic.

In the interim between being forced into Emancipation and building Eiffel... I build culture to expand borders of new/newly conquered cities. If my cities are under a lot of cultural pressure, I'll rush Theatres.
 
One of the things about libraries and monasteries built in the BC's is that after 1000 years, buildings that output culture go legendary and produce twice as much. By no means does it help in the near term but fear sally and his UB libraries :lol:

Cheers!
-Liq
 
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