I don't have time for 400 turn CV..

northernscribe

Chieftain
Joined
Nov 2, 2012
Messages
80
Well, I do, because I just did one, but man ALIVE was it boring! Brazil was one of the only civs I hadn't played, so I tried them on emperor, standard, continents. I should say that I'm usually a domination player, sometimes do SV if I want to relax or of the map isn't right. So.... Rio had no jungle. Sao Paulo had jungles and mt. kilamanjaro.

I shared a continent with poland, who forward settled and later invaded. I hardly had a military, but fought cashmir off, but not good enough to get another city. I managed a couple wonders to put my great works, but most of them were sniped as I was in the middle of the tech race until the very late game. I was always unsure whether to plant artists or use them for carnival, ended up just going to carnival as much as I could.

My biggest problem was greece, on another continent, who had the tech lead. I sent him one GM and he denounced and bye bye went my open borders. I started getting influential on the lesser civs, but Greece had a LONG line of culture for me to overcome. Had trade routes, and diplomat bonus, but no open borders and we had different ideolgies. I had a LOT of freedom tenets, alex and auto. finally, civs started completing the apollo program and I had to do something drastic. when alex made autocracy the world ideology, I figured I'd switch. even though I had almost every single freedom tenet and other civs were in revolution, converting to freedom.
I then got the cult of pers. tenet, got grece to declare war on england, I did the same, and boom, another 50% bonus, that seemed to do the trick, that and for no good reason, (this is BEFORE I converted to autocracy), alex just out of the blue becomes friendly and gives me open borders again . but by now I can only pop one more GM, and that was with faith, so I did the concert tour on him, and once we both declared war on teh same enemy, he fell pretty fast.

Still though, 406 turns is a lot of clicking next turn , hoping some overpowered civ wouldn't invade my weak ass. I had a decent military, but not enough oil or aluminum to make it comparable to the heavy weights.
Never again. Going back to inca/arabia and staying away from culture.
 
I think culture victory can be more interesting than that (for a start, one way to win culture is to invade and wipe out the highest-culture civs).

It's Brazil that's deathly boring, more than culture victory itself.
 
Most of my culture victories come out of conquering my nearby neighbours, settling all of the nearby land, and pumping out archaeologists rather than trying to conquer far away civs (I play on large and huge maps). While this eliminates the wondering if another civ will win in a sneaky way and keep it exciting as you are mostly just building all of the wonders it too gets a little boring once you are down to the last couple civs and just need to hit end turn 30 more times.
 
My quickest Culture Victory was as Brazil. (4 city tall)

Caraval induced Cultural Victory while hosting the Olympics. As I recall, I won before even reaching the tech to build National Vistors Center.

Second fastest was France (4 city tall)

Open Exploration to build the Louvre in Paris complete Aesthetics, host the Olympics and build National Vistors Center. (I won before finishing researching the Internet)
 
I find cultural victories generally quicker than domination victories, in terms of time spent playing the game. If you're being militaristic, there's a bunch of units to move around every turn, whereas clicking end turn repeatedly doesn't take much time at all. That doesn't speak to how fun the two styles of play are respectively, but I can't say I agree with an argument that a cultural victory actually takes up too much time.
 
I find cultural victories generally quicker than domination victories, in terms of time spent playing the game. If you're being militaristic, there's a bunch of units to move around every turn, whereas clicking end turn repeatedly doesn't take much time at all. That doesn't speak to how fun the two styles of play are respectively, but I can't say I agree with an argument that a cultural victory actually takes up too much time.

Just what I was about to say. Perhaps a CV game overall is more boring, but domination games' turns no doubt take longer because of all the units you have to move. I rarely play domination, and I just can't see that taking a short time.
 
Yeah, peaceful victories tend to become tedious near the end once all of the pieces are in place. You know you'll win, but you have to hit End of Turn and wait 50+ turns in a row, plus deal with all the annoying pop-ups from civs begging for gold, wanting to start a war, etc. Domination can take forever, although it tends to be more exciting. I'll often spend 3 hours just fighting a 10-turn war.
 
Two tips :
- Rush Archeo and build archeologists as there's free antiques sites.
- Build Musicians guild just before Internet. Send musicians have a concert in AI land.
 
To make it more fun I'd go for Autocracy from the start.

Go wide (liberty or tradition, your choice) and open aesthetics. You want to be wide to ensure that you have coal and access to a lot of archaeology site. Get commerce cheaper buy with big ben if you can spare the policies, 73% cash rush discount is pretty great.

Build the guilds but do not pop any GWAMS until after you have futurism.

Enter Industrial with industrialism to get access to coal and build or buy 3 factories ASAP.

Take Autocracy and take futurism for +250 tourism when GWAM is born and take the double speed spy steal. Use the double speed spy to keep even with the rest of the world.

As you generate your GWAMS you will get 250 tourism with every civ. This will quickly get you influence on everyone, sometimes enough to get autocracy to be the default pick for the world.

Your goal is now to get to tier 3 cult of personality, you'll need one more tier one and two tier two to get there. I like the reduce buy price, the happy barracks and the extra exp ones for this. After you get these you can go back and finish off Aesthetics for the faith buy of GWAMS.

Now comes the fun part- start some wars. You need to burn down the top culture civ, maybe the second as well but you need the rest to join you to get the 50% boost. The boost is per war so if you can get the culture leaders to join you in two or three wars for 150% boost. As you pop more GWAMs futurism's 250 tourism gets boosted by this as well. The war boost even works when you are at war with the civ.

Do the music tours on the third highest culture who is your war buddy and burn down the leaders. You'll be done before anyone gets to Atomic age.
 
Now comes the fun part- start some wars. You need to burn down the top culture civ, maybe the second as well but you need the rest to join you to get the 50% boost. The boost is per war so if you can get the culture leaders to join you in two or three wars for 150% boost.

Wait, SERIOUSLY? How the hell did I not know it was per war? That's an insane bonus. Considering that your war buddy is probably open borders and trade route too...
 
Wait, SERIOUSLY? How the hell did I not know it was per war? That's an insane bonus. Considering that your war buddy is probably open borders and trade route too...

I just double checked and sure enough it is per war. All you need are four policies after the first two bonus ones to get to tier 3 cult of personality which is not hard to do.

If you don't mind being a little cheesy you can offer every resource, gold per turn, whatever it takes to get the wars started and then declare on the guy you just bribed to get your stuff back. If you can get enough wars going you don't even need to burn down the culture leader, one war is the better than a hotel, two wars are the same bonus as internet and you can do this in the late industrial age/early modern.

An extra boon is that instead of peacefully keeping a diplomat in a rival ideology to get a 34% boost, you can aggressively steal techs or coup to your hearts content as you do not need friends you just need chaos at 50% per war.
 
Well good solution if you don't want to wait 406 turns, build up your military and go to war against that holdout and force him out of the game otherwise suck up and press turn 406 times xD

And at minimum you only need spam of mech infantry+Destroyers+Artillery, each of these units is resourceless. :3

I really think you can wage war and win. After all you don't really need to keep cities, just ruin his cultural defenses.

You could try revealing your map to us to see how hard the situation is for you to kick that holdout out?
 
Depending on your difficulty level, a CV is quite possible around turn 300. It does, however, depend a bit on competing CIVs and map setup.
My personal record is 260 on king and 301 on emperor, with a median around 330-ish.

One thing that you can do to speed things up is saving your musicians (faith buy + GP point generated ones) for the late game, when you have International games and/or Internet up.
Under these circumstances, you can tourism bomb the AI for 7k+ tourism per musician. That will save you dozens of turns.
 
Culture + War is a great combination, continents make things a bit harder but with enough planning, use spies to check cities, you can conquer the the culture whores main cities (usually cap and second), steal their works, and sell them to another civs, even if they eventually recover their cities the damage is so big that they will not be a problem culture-wise anymore.
 
Playing Quick is still fun...

330 turns is enough for Tiny and Small...

But for Normal... its a few different...

Nothing retains you to prolongate the Quick game to year 2100, or turn 380 if you prefer...

Happy civing :goodjob:
 
Actually science is way more boring. now i tend to turn every victory conditon off except for time. Set max turn to 350 or something and win by score. Which is alot harder and fun. You really have to so something about those ai runaways instead of just turtling at home and wait for tourism bars to fill up. You cant just snipe capitals. You actually have to be able to hold land and cities until the game ends.
I hope in the next civ they make the scoring more balanced. Right now population and number of cities makes up for too much of the score so time victories are infact mini domination victories.

Sent from my Galaxy Nexus using Tapatalk
 
Actually science is way more boring. now i tend to turn every victory conditon off except for time. Set max turn to 350 or something and win by score. Which is alot harder and fun. You really have to so something about those ai runaways instead of just turtling at home and wait for tourism bars to fill up. You cant just snipe capitals. You actually have to be able to hold land and cities until the game ends.
I hope in the next civ they make the scoring more balanced. Right now population and number of cities makes up for too much of the score so time victories are infact mini domination victories.

I've said it before, but here it is again: :)
The true test of time would be for the game NOT to end until the last turn (1500 @ marathon speed :D) or there's only one player left.

Victory conditions as they are only ADD victory points, so you want as many types as you can get (e.g., culture vic AND science vic AND domination).

--
You see, I play at Prince difficulty and I want to pull all those higher-difficulty players down to MY level. :mischief:
 
My biggest problem was greece, on another continent, who had the tech lead. I sent him one GM and he denounced and bye bye went my open borders. I started getting influential on the lesser civs, but Greece had a LONG line of culture for me to overcome. Had trade routes, and diplomat bonus, but no open borders and we had different ideolgies.

On the one hand, Greece on another continent is really f'ing annoying. And I can see how it'd help foil your CV goal given he might have had a ton of culture from cultural CSs.

On the other hand, on Emperor, Greece should not have the tech lead after, say, the Renaissance. Maybe he gets to Sistene and Uffuzi first but you should have every Industrial+ WW, and be blowing him away with the Internet while he's still working towards airports and maybe just barely built hotels.

EDIT: I just noticed this:
>I shared a continent with poland, who forward settled and later invaded. I hardly had a military, but fought cashmir off, but not good enough to get another city.

It's emperor -- how fast did he get that settler out? I would think that you'd be able to get at least two other cities going, no?
 
The fact that it took you 400 turns means there's definitely room for some optimization.

The hardest part of a culture victory is timing everything properly; you want to be birthing all your Great Musicians during the International Games, which shouldn't be taking place until after you've researched the Internet and have built the National Visitor Center (and hopefully passed your religion as the world religion).

I build my Artist and Writer's Guilds as soon as is convenient unlike what a previous poster said, although I do that because I think autocracy is the weakest ideology for winning a culture victory. The Musician's guild is always unbuilt until Internet, so all of my Musicians have 5000-10000 :c5tourism:. With that kind of tourism bomb, it really shouldn't take more than 3 for even the stoutest of cultural powerhouses (On Emperor or lower, which I presume you're playing on since the computer probably would've won by turn 400 on Immortal+).

One last thing: I think a lot of people underrate the freedom tenant that gives +1 :c5culture: per Great Work. With Internet, NVC, Hotel, and Airport that extra +1 culture gives +4 :c5tourism:, before all your other +% modifiers. I wouldn't take it before Universal Suffrage, and New Deal, but it's a very powerful third choice if you continue taking Freedom tenants past the first tier 3.

EDIT: I will agree however, usually the last 20-ish turns of a culture victory are Next Turn, check progress, Next Turn, check progress, Next Turn......
 
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