Then you need to turn up the difficulty level. Or try a strategy you didn't look up on the internet.
most people dont need to look up strats on the net to beat civ 5.
Then you need to turn up the difficulty level. Or try a strategy you didn't look up on the internet.
dead on
Then you need to turn up the difficulty level. Or try a strategy you didn't look up on the internet.
That's pretty much my impression as well - both games are well complex games with lots of depth (though large parts are hidden away in both, I'd argue).There is the illusion of it being Civ5s victory being deeper than Civ4's but really, the depth of both games is about the same.
Even without science from population, it is possible to produce more than 1000 per turn in the late game.Fairy tales about 1000 per turn
Even without science from population, it is possible to produce more than 1000 per turn in the late game.
Okay so lets describe what you need for a CIV5 cultural victory.
Normal size map:
- 3 own cities are optimal (+66% cost vs. +200% culture).
- need to prioritize culture buildings
- Wonders that you must/should grab: Stonehenge, The Oracle, Sistine chapel, Christo Redentor, The Louvre, (Sydney Opera)
- you need at least 1 world wonder in every own city (for Constitution bonus)
- the above means planning and getting at least 3 engineers
- need to beeline Philosophy, Theology, Acoustics, Archaeology, Radio; most of these are far away from military techs.
- need to somehow beat the UN-victory planning civs with lots of GPT
- need to somehow find time to build military units
- need to somehow find time to build science, happiness, support buildings
- need to outpace the space race once it starts
- need to somehow have enough money for buying out both cultural city-states and getting RAs
I just played and won a culture game and it wasn't boring for one second. I had one runaway civ per era that declared on me (Babylon, followed by Egypt, followed by England) and England had twice the score, ten times the military and double everything else (10 techs ahead me at all times) till the end of the game. I had no iron and I had to build archers for at least 30 turns (with 3 cities) to even win the first war (Archers and Immortals vs. Swords and Bowmen).
In Civ4 6 cities out of 9 can do whatever you need. In Civ5 you have three cities that need to do all the work.
In Civ4 all gold from your conquered cities can be pooled into culture. In civ5 puppets provide 1/10th or even 1/20th of the culture compared to your core cities.
In Civ4 most culture buildings are easy to build. In Civ5 they are very hammer-intensive (starting with Opera).
In CIV5 winning a cultural victory is hard, especially on higher levels. Fairy tales about 1000 per turn and 1000 per turn in every game are just that - fairy tales. Stories where culture-running civs completely dominate the AI with their superior tactics and whatnot. The reality of it is that on a normal size map at least 3 civs will be running around with +1 era units most of the time and at least 3 of them will be in the 200-400 GPT bracket. And this is on Emperor, I can't imagine how it looks like on Immortal or Deity.
I don't see why you need to stop at 3 cities...that may be the "ideal" number, but generally I find 1-3 more is useful to help keep my science where it needs to be..
You need to take into consideration that cultural city states and puppets are culture that doesn't increase policy cost (unlike more culture from other cities). Those bonuses are brought to 60% effectiveness just from going from 1 to 4 cities. Granted, you're gaining more overall culture due to Constitution, but it will probably influence what the optimal number is.Hmm.. extra 3 cities would put the cost from 66% to 165% of the original. Getting the 100% bonus in 3 cities via Constitution+Wonders is relatively easy, but I can't imagine doing it for 6. How do you deal with the extra turns required for each policy?
Maybe its a bug, but I don't find national wonders to be working with Constitution.
I'll repeat, I really dislike having to decide if I want to go for a cultural victory from turn 1. I wish that was changed.
Hmm.. extra 3 cities would put the cost from 66% more to 165% of the original. Getting the 100% bonus in 3 cities via Constitution+Wonders is relatively easy, but I can't imagine it for 6. How do you deal with the extra turns required for each policy?
Maybe its a bug, but I don't find national wonders to be working with Constitution.
To me, the simplification doesn't say that this is where they want the game to be. I read into it as leaving room for both DLC and expansion packs as separate entities.
That way DLC can be additional civs and scenarios, and expansion packs can be additional layers of mechanics, with less overlap between the two.
They'd never admit this openly, of course. But it's a business.
The problem I have with all of that is, They expect us to pay more of my hard earned cash in order to bring the game up to what it should have been from the start.
They'll slowly release DLC civs 1 or 2 at a time making us pay for each new thing 1 at a time.
Then IF they release an expansion pack it will be relatively light because most of the stuff like new civs and maps that would normally be in an expansion pack will have already been released as DLC. Yet even though the expansion pack is light, it will still cost the full price it would with everything else.
I'm more then happy to pay $100 for a game I like and then pony up another $40 or so for an expansion. But after paying $100 for an unfinished game, I will not pay bit by bit for supposed extra features and then another $40 for an expansion which only brings the game to the finished state it should have been in at release.
The whole DLC will save us thing just really annoys me. Firaxis is just trying to milk us for money pure and simple. That old saying "don't piss in my pocket and then tell it's raining" springs to mind.
That's my rant, I won't repeat it all over the forums so please don't complain about it.