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+ | {{GoTo|Cultural victory (Civ5)|Go to the Cultural victory article}}<br /> |
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⚫ | ''(The Cultural aspect of the game got a complete overhaul in [[Brave New World]], including the way to achieve [[Cultural victory (Civ5)|Cultural Victory]]. Consequently, some information in this article is only valid for vanilla [[Civilization V]] and the [[Gods & Kings]] expansion. For the [[Brave New World]] information, see the specific parts [[#Brave New World|below]]!)'' |
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==Introduction== |
==Introduction== |
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− | '''Culture''' |
+ | {{Culture5}} '''Culture''' represents the advancement of a civilization in ways that aren't scientifically or technologically oriented, and have nothing to do with day-to-day survival, or any other practical purpose (such as growing food and making things). In this respect, culture is one of the things that best defines a civilization and differentiates it from [[Barbarian (Civ5)|Barbarians]] (who also progress scientifically, for example). It is measured in '''Culture Points''' (CPs). |
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⚫ | # |
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⚫ | In the ''[[Brave New World]]'' expansion pack |
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+ | *Allows you to buy new [[social policies (Civ5)|social policies]] by accumulating empire-wide Culture Points (CPs). |
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+ | *Contributes to winning a [[Victory (Civ5)#Cultural victory|Cultural Victory]]: |
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⚫ | *#In the ''[[Brave New World]]'' expansion pack the victory condition for Culture is a little different. It has the added purpose of generating {{Tourism5}} [[Tourism (Civ5)|Tourism]] and defending against other civilizations' Tourism, making their way to a Cultural Victory more difficult. Tourism is another, more offensive side of a Cultural competition. |
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− | ==Border |
+ | ==Border Growth== |
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− | Your Empire's borders are pushed by each city individually, according to the amount of {{Culture5}} Culture produced by it. There is a certain amount of Culture needed for the 'conquest' of each tile, and each subsequent tile costs more (according to a certain formula). Certain Wonders and Social Policies may diminish the amount of Culture needed for acquiring tiles - either empire-wide, or in this city. |
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+ | The cities you found define your empire's territorial borders. When founded, each city occupies its tile, as well as all tiles immediately adjacent to it (if not already taken by another civilization or city-state). |
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+ | Once established in this way, your empire's borders are expanded by each city individually, according to the amount of {{Culture5}} Culture produced by it. Note that only culture points produced specifically by a city will count towards border growth! Any other CPs you gain for the whole empire (for example, those gained by a Cultured City-State Friend/Ally, or the bonus gained from an [[Ancient ruins (Civ5)|Ancient Ruins]]) will go to the main {{Culture5}} Culture pool, but won't help border growth. There is a certain amount of accumulated CPs needed for the occupation of each tile, and each subsequent tile costs more (according to a certain formula). To find out how exactly how much {{Culture5}} Culture you need to occupy the next tile, mouse over the Culture stat in the city screen. Certain Wonders and Social Policies may diminish the amount of Culture needed for acquiring tiles - either empire-wide, or in this city specifically. For more info on the principle of cultural border expansion, check [[City (Civ5)#Border expansion|this article]]. |
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− | The process of border growth is automatic, but it conquers more important tiles first. The target tiles selected by the engine depend on the presence of these factors, in order of importance: |
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− | * Luxury resources |
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− | * Strategic resources |
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− | * Bonus resources |
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− | * Tiles bordering one of the above |
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− | * Tiles bordering rivers, or containing any other unusual feature (Oasis, Lake, etc.) |
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− | Note that your borders cannot grow when they reach another empire's, or a city-state's borders. Only tiles that don't belong to anyone may be conquered by Culture. There is, however, one way to take over tiles belonging to other nations: a Great Artist, activating his special ability - the '''Culture Bomb''' will take over all surrounding tiles, regardless of whom they belong to! (In G&K, this ability was transferred to the [[Great general (Civ5)|Great General]], when he builds his [[Citadel (Civ5)|Citadel]]). Be wary, though - this will surely cause diplomatic repercussions. |
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− | == |
+ | ==Producing Culture== |
− | Culture can be gained in several ways: cultural [[buildings |
+ | Culture can be gained in several ways: cultural [[List of buildings in Civ5|buildings]], specialists working in those buildings, [[List of wonders in Civ5|wonders]], and acquiring [[Great work (Civ5)|Great Works]] (in ''[[Brave New World]]''). [[City-state (Civ5)|Cultural City-States]] will also contribute to your {{Culture5}} each turn when you befriend them. Of those, the most important - and the first one available, in fact - is the first source: buildings. The following is a comprehensive table of all the buildings that produce culture, valid for the ''[[Brave New World]]'' expansion: |
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!Era |
!Era |
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!Name |
!Name |
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− | !Culture |
+ | !Culture points |
!Notes |
!Notes |
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|[[Ancient era (Civ5)|Ancient]] || [[Monument (Civ5)|Monument]] || 2 || |
|[[Ancient era (Civ5)|Ancient]] || [[Monument (Civ5)|Monument]] || 2 || |
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− | |[[ |
+ | |{{GK}} or {{BNW}} [[Ancient era (Civ5)|Ancient]] || [[Stele (Civ5)|Stele]] || 2 ||[[Ethiopian (Civ5)|Ethiopian]] unique building; replaces Monument. Also produces +2 {{faith5}} Faith. |
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− | |[[Classical era (Civ5)|Classical]] || [[ |
+ | |[[Classical era (Civ5)|Classical]] || [[Burial Tomb (Civ5)|Burial Tomb]] || 2 || [[Egyptian (Civ5)|Egyptian]] unique building; replaces Temple. {{GK}} Produces {{faith5}} Faith instead of {{culture5}} Culture. |
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− | |[[Classical era (Civ5)|Classical]] || [[ |
+ | |[[Classical era (Civ5)|Classical]] || [[Mud Pyramid Mosque (Civ5)|Mud Pyramid Mosque]] || 4 || [[Songhai (Civ5)|Songhai]] unique building; replaces Temple. {{GK}} +2 {{culture5}} Culture; also produces {{faith5}} Faith. |
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− | |[[ |
+ | |[[Classical era (Civ5)|Classical]] || [[Temple (Civ5)|Temple]] || 3 || Requires [[Monument (Civ5)|Monument]]. {{GK}} Requires [[Shrine (Civ5)|Shrine]]. Produces {{faith5}} Faith instead of {{culture5}} Culture. |
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− | | |
+ | |[[Medieval era (Civ5)|Medieval]]|| [[Monastery (Civ5)|Monastery]] || * || +2 culture from each nearby [[Incense (Civ5)|Incense]] and [[Wine (Civ5)|Wine]]. {{GK}} Only available via a religious belief. |
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− | |[[ |
+ | |{{GK}} [[Classical era (Civ5)|Classical]] || [[Amphitheater (Civ5)|Amphitheater]] || 3 || Requires Monument ({{BNW}} 1 {{Culture5}} Culture + 1 Great Work slot) |
+ | |- |
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+ | |[[Medieval era (Civ5)|Medieval]] || [[Mughal Fort (Civ5)|Mughal Fort]] || 2 || [[Indian (Civ5)|Indian]] unique building |
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|[[Medieval era (Civ5)|Medieval]] || [[Wat (Civ5)|Wat]] || 3 || [[Siamese (Civ5)|Siamese]] unique building |
|[[Medieval era (Civ5)|Medieval]] || [[Wat (Civ5)|Wat]] || 3 || [[Siamese (Civ5)|Siamese]] unique building |
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− | |[[Renaissance era (Civ5)|Renaissance]] || [[Opera |
+ | |[[Renaissance era (Civ5)|Renaissance]] || [[Opera House (Civ5)|Opera House]] || 5 || Requires Temple/Amphitheater ({{BNW}} 1 {{Culture5}} Culture + 1 Great Work slot) |
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− | |[[Industrial era (Civ5)|Industrial]] || [[Museum (Civ5)|Museum]] || 5 || Requires |
+ | |[[Industrial era (Civ5)|Industrial]] || [[Museum (Civ5)|Museum]] || 5 || Requires Opera House ({{BNW}} 1 {{Culture5}} Culture + 2 Great Work slots) |
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− | |[[Modern era (Civ5)|Modern]] || [[Broadcast |
+ | |[[Modern era (Civ5)|Modern]] || [[Broadcast Tower (Civ5)|Broadcast Tower]] || 3 || +33% {{Culture5}} Culture in this city. Requires Museum. ({{BNW}} 1 {{Culture5}} Culture + 1 Great Work slot) |
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− | All wonders also produce at least 1 culture per turn but a few produce or may produce more: |
+ | All wonders also produce at least 1 culture per turn, but a few produce or may produce more: |
− | {|class="article-table" |
+ | {| class="article-table" |
− | |+Wonders that |
+ | |+Wonders that affect culture and/or produce more than 1 culture |
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!Era |
!Era |
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!Notes |
!Notes |
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− | | [[Ancient era (Civ5)|Ancient]] || [[Stonehenge (Civ5)|Stonehenge]] || 6 || [[Calendar (Civ5)|Calendar]] || {{GK}} Produces {{faith5}} instead of {{culture5}} |
+ | | [[Ancient era (Civ5)|Ancient]] || [[Stonehenge (Civ5)|Stonehenge]] || 6 || [[Calendar (Civ5)|Calendar]] || {{GK}} Produces {{faith5}} Faith instead of {{culture5}} Culture |
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− | | {{GK}} [[Classical era (Civ5)|Classical]] || [[Terracotta Army (Civ5)|Terracotta |
+ | | {{GK}} [[Classical era (Civ5)|Classical]] || [[Terracotta Army (Civ5)|Terracotta Army]] || 6 || [[Construction (Civ5)|Construction]] || |
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| [[Classical era (Civ5)|Classical]] || [[Oracle (Civ5)|Oracle]] || 3 || [[Philosophy (Civ5)|Philosophy]] || 1 free social policy |
| [[Classical era (Civ5)|Classical]] || [[Oracle (Civ5)|Oracle]] || 3 || [[Philosophy (Civ5)|Philosophy]] || 1 free social policy |
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− | | [[Classical era (Civ5)|Classical]] || [[Great Wall (Civ5)|Great Wall]] || 3 || [[Construction (Civ5)|Construction]] |
+ | | [[Classical era (Civ5)|Classical]] || [[Great Wall (Civ5)|Great Wall]] || 3 || [[Construction (Civ5)|Construction]] || |
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− | | [[Medieval era (Civ5)|Medieval]] || [[Angkor Wat (Civ5)|Angkor Wat]] || 1 || [[Theology (Civ5)|Theology]] || Culture cost of new tiles reduced 25% |
+ | | [[Medieval era (Civ5)|Medieval]] || [[Angkor Wat (Civ5)|Angkor Wat]] || 1 || [[Theology (Civ5)|Theology]] || {{Culture5}} Culture cost of new tiles reduced 25% |
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| [[Medieval era (Civ5)|Medieval]] || [[Himeji Castle (Civ5)|Himeji Castle]] || 3 || [[Chivalry (Civ5)|Chivalry]] || |
| [[Medieval era (Civ5)|Medieval]] || [[Himeji Castle (Civ5)|Himeji Castle]] || 3 || [[Chivalry (Civ5)|Chivalry]] || |
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− | | [[Medieval era (Civ5)|Medieval]] || [[Notre Dame (Civ5)|Notre Dame]] || 3 || [[Education (Civ5)|Education]] |
+ | | [[Medieval era (Civ5)|Medieval]] || [[Notre Dame (Civ5)|Notre Dame]] || 3 || [[Education (Civ5)|Education]] || |
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− | | [[Renaissance era (Civ5)|Renaissance]] || [[Sistine Chapel (Civ5)|Sistine Chapel]] || 1 || [[Acoustics (Civ5)|Acoustics]] || +25% |
+ | | [[Renaissance era (Civ5)|Renaissance]] || [[Sistine Chapel (Civ5)|Sistine Chapel]] || 1 || [[Acoustics (Civ5)|Acoustics]] || +25% {{Culture5}} Culture in all cities |
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− | | [[ |
+ | | [[Modern era (Civ5)|Modern]] || [[Kremlin (Civ5)|Kremlin]] || 4 || [[Railroad (Civ5)|Railroad]] || |
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| [[Industrial era (Civ5)|Industrial]] || [[Louvre (Civ5)|Louvre]] || 4 || [[Archaeology (Civ5)|Archaeology]] || 2 free Great Artists |
| [[Industrial era (Civ5)|Industrial]] || [[Louvre (Civ5)|Louvre]] || 4 || [[Archaeology (Civ5)|Archaeology]] || 2 free Great Artists |
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− | | [[Modern era (Civ5)|Modern]] || [[Sydney Opera House (Civ5)|Sydney Opera House]] || 4 || [[Mass |
+ | | [[Modern era (Civ5)|Modern]] || [[Sydney Opera House (Civ5)|Sydney Opera House]] || 4 || [[Mass Media (Civ5)|Mass Media]] || 1 free policy, +50% {{Culture5}} Culture in this city |
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+ | Note that in ''[[Brave New World]]'', the World Wonders' Culture production is significantly different. For more info, see below. |
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The following may also help you acquire more culture: |
The following may also help you acquire more culture: |
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⚫ | The [[ |
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⚫ | *[[Landmark (Civ5)|Landmark]] improvement - May be created by a [[Great Artist (Civ5)|Great Artist]]; adds +6 {{Culture5}} Culture to a tile. In ''[[Civilization V: Brave New World|Brave New World]]'' this improvement is made by an [[Archaeologist (Civ5)|Archaeologist]], and doesn't have a fixed amount of {{Culture5}} Culture. |
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⚫ | The [[Piety (Civ5)|Piety]] Social Policy tree is designed to enhance cultural growth considerably. In ''[[Gods and Kings]]'', this is a bit mixed up with religion enhancements, but it still provides considerable cultural bonuses. In ''[[Brave New World]]'', however, the Piety tree is focused solely on religion. So instead, the new [[Aesthetics (Civ5)|Aesthetics]] policy tree is included as a major source of culture. |
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⚫ | Also, the [[ |
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⚫ | Also, the [[Liberty (Civ5)|Liberty]] tree has some nice effects, especially if you intend to build a larger empire. Finally, the [[Tradition (Civ5)|Tradition]] tree's opening effect influences positively border growth, besides giving you bonus culture in the {{Capital5}} Capital. You get these benefits simply by unlocking this tree, so you don't need to actually complete it - its main purpose is different. |
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⚫ | In the ''Brave New World'' expansion, the role of {{Culture5}} Culture is strongly affected by the changes made in the expansion. For starters, as mentioned above, its secondary purpose now is to defend against others' cultural influence. According to a certain formula, a nation's total |
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+ | Finally, note that all Puppet cities suffer a 25% penalty to culture production. |
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⚫ | Secondly, the production of {{Culture5}} Culture |
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⚫ | Thirdly, Social Policies have been |
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⚫ | In the ''[[Brave New World]]'' expansion, the role of {{Culture5}} Culture is strongly affected by the changes made in the expansion. For starters, as mentioned above, its secondary purpose now is to defend against others' cultural influence. According to a certain formula, a nation's total culture per turn is measured against another nation's accumulated tourism output, determining the latter's cultural influence over the former. Simply put, the stronger your culture, the more difficult it is for the others to influence you! |
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⚫ | Secondly, the production of {{Culture5}} Culture has been considerably altered. Most of the regular Culture buildings now produce only 1 {{Culture5}} Culture, but they also have slots for [[Great Work (Civ5)|Great Works]] which, when filled, produce additional {{Culture5}} Culture (as well as {{Tourism5}} Tourism). Furthermore, Specialist slots are now very scarce - there are a total of 6 slots (2 in each Guild). This means your total {{Culture5}} Culture depends not that much on how many cultural buildings and Wonders you have, but also mostly on how many Great Works you have in your buildings and Wonders. It also means befriending Cultured City-States becomes vital for your Social Policy growth in the beginning and middle game, when Landmarks aren't available yet and you don't have many Great Works. |
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⚫ | Thirdly, Social Policies have been altered as well. Since the [[Piety (Civ5)|Piety]] tree is now solely dedicated to [[Religion (Civ5)|Religion]], a brand new tree, Aesthetics, is focused on Culture. For more info about the changes on Social Policies, check [[Social policies (Civ5)|here]]. Also, to better understand the touristic part of the new Cultural system, check [[Tourism (Civ5)|here]]. |
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+ | All in all, in the new expansion the {{Culture5}} Culture stat becomes more of a source of social progress (the means of adopting more Social Policies and Ideological Tenets) and defense against other nations' influence, than a means to achieve victory. It also seems like the late-game formula for number of {{Culture5}} Culture required to adopt new policies has been changed, allowing for relatively more policies to be adopted than earlier. On the downbeat, most of the {{Happiness5}} Happiness-building policies have either been reworked (so that they don't provide happiness anymore), or simply moved to the Ideologies as Tenets. This means you will have less chances of increasing happiness through Social Policies in the early game, and are literally forced to adopt appropriate Ideological Tenets later, especially to counter the new effects of Public Opinion. This is consistent with the many other ways the game now has to hamper your progress in the last stages, if you don't know what you're doing. |
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⚫ | So, as you see, you need cities to maximize your |
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⚫ | #Culture is mainly produced in buildings built in your cities, and through specialist Artists, working in those buildings. There are ways to produce it in land tiles (for example the [[Landmark (Civ5)|Landmark Great improvement]], or Natural Wonders), but they are limited. One of these special ways is through certain Religious Beliefs - consider it if you pursue cultural growth. |
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⚫ | So, as you see, you need cities to maximize your cultural output, but also, you can't have too many of them, lest the price of policies skyrocket. A good way to easily balance between expanding and producing enough Culture is to conquer cities but make them puppets, not annex them. This way, you get more culture from these puppet cities, but the puppet cities don't increase the culture cost of policies. Build cultural buildings as a priority, research technologies giving you access to those as a priority, assign Artist specialists and use the Great Artists to build [[Landmark (Civ5)|Landmarks]] to maximize {{Culture5}} Culture production without founding new cities. |
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− | The way of achieving Cultural victory in the new expansion is quite different, and maybe the biggest change in the game. No longer you try to keep your empire as small as possible, while rushing like mad to research and build all cultural buildings possible. There are now many more elements involved in achieving victory. |
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− | ===Basic differences=== |
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− | The most important thing you need to know about the new strategy, is that {{Tourism5}} Tourism, not {{Culture5}}, is the key to achieving a [[Victory (Civ5)#Cultural victory|Cultural victory]]. In fact, it is perfectly possible (although not common) to achieve victory without having the biggest {{Culture5}} output per turn. Spreading your Tourism to other civilizations is now your primary concern, involving a whole range of actions needed, and NOT piling up a single stat! |
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− | The key to the victory lies in acquiring [[Great work (Civ5)|Great works]] and maximizing their effect. As before, several key [[Wonder (Civ5)|World wonders]] will be absolutely needed for that, but apart of that you don't need to rush like mad to build Cultural buildings - unless you've run out of slots to put your Great works in. |
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+ | For more detailed information and strategies on obtaining a Cultural Victory, including the new victory in ''[[Brave New World]]'', read [[Cultural victory (Civ5)|this]] article. |
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− | Also, the primary culturally-oriented Social policy is no longer Piety, which is now completely dedicated to enhancing Religion only. The new branch, [[Social policies (Civ5)#Aesthetics|Aesthetics]], is now exclusively dedicated to developing Culture and Tourism. |
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− | ===Research/building order=== |
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− | As with all paths to victory, there are several key technologies that you need to acquire ASAP - in the beginning and the middle game these are technologies which provide Wonders with many Great work slots, such as the [[Great Library (Civ5)|Great library]], the [[Uffizi (Civ5)|Uffizi]], and the [[Louvre (Civ5)|Louvre]] (note that the last two of these require unlocking the Aesthetics and Exploration Social policies). Towards the end game, you'll need [[Refrigeration (Civ5)|Refrigeration]] and [[Radio (Civ5)|Radio]] for the [[Hotel (Civ5)|Hotel]] and [[Airport (Civ5)|Airport]] buildings, which are essential for your Tourism. Also, when entering the Information Era, rush straight to [[The Internet (Civ5)|The Internet]] tech, which gives you another boost. Fortunately, its prerequisites allow you to skip most of the science-expensive techs of the earlier era. Also, [[Telecommunications (Civ5)|Telecommunications]] allows you to build the National wonder [[National Visitor's Center (Civ5)|National visitors center]], which also gives your Tourism a nice kick. |
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− | Build Hotels and Airports first in your Touristic centers - this way you'll maximize Tourism as early as possible. |
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− | Finally, [[Archaeology (Civ5)|Archaeology]] is now extremely important for the Cultural victory. The new mechanics allow you to extract [[Great work (Civ5)#Artifact|Artifacts]] from the terrain once you research that tech, and each Artifact has the same effect and use as a Great Work of Art! So, start training [[Archaeologist (Civ5)|Archaeologists]] (you can do that only in cities with an [[University (Civ5)|University]]!!!), and rush to get these Archaeological sites before the others! |
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− | ===Maximizing your Tourism output=== |
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− | To achieve maximum {{Tourism5}} output, you need to consider three facts: |
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− | *1. The sole source of {{Tourism5}} (with small exceptions) are Great Works, and they are created by the three types of cultural Great People (Writer, Artist and Musician) and via archaeological digging. Note that you can only create Great Works if you have buildings with the appropriate empty slots for them! (for more info check the [[Great work (Civ5)|Great work article]]). |
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− | *2. The only source of the above-mentioned three Great people types are three National wonders - the three types of Guilds. Each can hold 2 Specialists, which add points towards producing the relevant Great Person, in the usual way. However, being National Wonders, you can build only 1 of each! That means that your ability to generate these people is limited, and you have to consider additional ways to boost their production. |
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− | *3. Buildings with more than 1 Great Work slots have the possibility of activating '''Theming bonuses''', which provide additional {{Tourism5}}. These buildings include many World and National Wonders, but only 1 normal building - [[Museum (Civ5)|the Museum]]. |
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− | So, research the necessary tech and build the Guilds right away. The specific techs are: [[Drama and Poetry (Civ5)|Drama and Poetry]] (for [[Writers' Guild (Civ5)|Writers' Guild]]), [[Guilds (Civ5)|Guilds]] (for [[Artists' guild (Civ5)]]), and [[Acoustics (Civ5)|Acoustics]] (for [[Musicians' Guild (Civ5)|Musicians' Guild]]). Naturally, you have to put Specialists in them to boost production speed (although the Guilds also contribute points on their own). Next, look for all possible ways to boost Great People production in the cities with the guilds. It's usually a good idea to put them all in a single city with a big population (capital, maybe?), but other options are also viable, as long as you manage to boost production speed. A [[Garden (Civ5)|Garden]] gives you +25% (but the city has to be near river or lake!), and so does the [[National Epic (Civ5)|National Epic]]. Ideological tenets can also give a boost, as well as the World Congress resolution '''Arts funding'''. |
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− | Then, as soon as you get buildings with multiple Great Work slots, look for ways to activate their theming bonus right away. You will need all sorts of Great Work and Artifact combinations, so you'll need to Swap Great Works with other civilizations. Fortunately, this doesn't depend on diplomacy and trading, and is pretty easy (cudos to the developers for this). |
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− | ===Diplomatic strategy=== |
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− | Next think you need to consider when pursuing the new Cultural victory is the way you behave towards the other nations. It is actually pretty logical that a war-mongering conqueror won't have much success at influencing others culturally, so, leave world-domination ambitions for when you pursue other types of victory and try to maintain good relations with everyone. Also, turn your spies into diplomats! This will benefit you in the following ways: |
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− | *You'll be able to sign [[Diplomacy (Civ5)#Open borders|Open borders]] treaties with most, if not all, nations. This treaty nets you a 25% bonus to {{Tourism5}} influence with the nation, as long as it's active. |
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− | *You'll be able to form [[Trade route (Civ5)|Trade routes]] without fear of them being constantly plundered by someone. A Trade route with a nation also nets you a 25% bonus to {{Tourism5}}. Of course, you may trade with hostile nations as well, even with such you're at war with, but don't expect these trade routes to survive long. |
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− | *Keep [[World congress (Civ5)#Diplomats|Diplomats]] in the capitals of the nations which resist your influence. Another +25%. And also you'll be able to trade with these nations for votes in the [[World congress (Civ5)|World congress]] to pass key resolutions to help your cultural influence! |
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− | Finally, religious influence could also help you. When a nation shares your religion (more than 50% of its cities have it as a majority religion), you get another 25% bonus to {{Tourism5}}. |
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==See also== |
==See also== |
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*[[Mathematics of Civilization V]] |
*[[Mathematics of Civilization V]] |
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+ | *[[Culture Bomb (Civ5)]] |
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{{Civ5}} |
{{Civ5}} |
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− | {{Versioning5}} |
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[[Category:Civilization V]] |
[[Category:Civilization V]] |
Revision as of 03:38, 16 March 2020
Back to game concepts
Go to the Cultural victory article
(The Cultural aspect of the game got a complete overhaul in Brave New World, including the way to achieve Cultural Victory. Consequently, some information in this article is only valid for vanilla Civilization V and the Gods & Kings expansion. For the Brave New World information, see the specific parts below!)
Introduction
Culture Culture represents the advancement of a civilization in ways that aren't scientifically or technologically oriented, and have nothing to do with day-to-day survival, or any other practical purpose (such as growing food and making things). In this respect, culture is one of the things that best defines a civilization and differentiates it from Barbarians (who also progress scientifically, for example). It is measured in Culture Points (CPs).
Culture has three main applications in Civilization V:
- Expands the borders of your empire by acting in each city you found.
- Allows you to buy new social policies by accumulating empire-wide Culture Points (CPs).
- Contributes to winning a Cultural Victory:
- In Vanilla, when you acquire enough culture and complete five social policy trees, you may win the Cultural Victory by constructing the Utopia Project in one of your cities.
- In the Brave New World expansion pack the victory condition for Culture is a little different. It has the added purpose of generating Tourism Tourism and defending against other civilizations' Tourism, making their way to a Cultural Victory more difficult. Tourism is another, more offensive side of a Cultural competition.
Border Growth
The cities you found define your empire's territorial borders. When founded, each city occupies its tile, as well as all tiles immediately adjacent to it (if not already taken by another civilization or city-state).
Once established in this way, your empire's borders are expanded by each city individually, according to the amount of Culture Culture produced by it. Note that only culture points produced specifically by a city will count towards border growth! Any other CPs you gain for the whole empire (for example, those gained by a Cultured City-State Friend/Ally, or the bonus gained from an Ancient Ruins) will go to the main Culture Culture pool, but won't help border growth. There is a certain amount of accumulated CPs needed for the occupation of each tile, and each subsequent tile costs more (according to a certain formula). To find out how exactly how much Culture Culture you need to occupy the next tile, mouse over the Culture stat in the city screen. Certain Wonders and Social Policies may diminish the amount of Culture needed for acquiring tiles - either empire-wide, or in this city specifically. For more info on the principle of cultural border expansion, check this article.
Note that if a city produces 0 Culture Culture, it won't grow your borders at all!
Producing Culture
Culture can be gained in several ways: cultural buildings, specialists working in those buildings, wonders, and acquiring Great Works (in Brave New World). Cultural City-States will also contribute to your Culture each turn when you befriend them. Of those, the most important - and the first one available, in fact - is the first source: buildings. The following is a comprehensive table of all the buildings that produce culture, valid for the Brave New World expansion:
Era | Name | Culture points | Notes |
---|---|---|---|
Ancient | Monument | 2 | |
or Ancient | Stele | 2 | Ethiopian unique building; replaces Monument. Also produces +2 Faith Faith. |
Classical | Burial Tomb | 2 | Egyptian unique building; replaces Temple. Produces Faith Faith instead of Culture Culture. |
Classical | Mud Pyramid Mosque | 4 | Songhai unique building; replaces Temple. +2 Culture Culture; also produces Faith Faith. |
Classical | Temple | 3 | Requires Monument. Requires Shrine. Produces Faith Faith instead of Culture Culture. |
Medieval | Monastery | * | +2 culture from each nearby Incense and Wine. Only available via a religious belief. |
Classical | Amphitheater | 3 | Requires Monument ( 1 Culture Culture + 1 Great Work slot) |
Medieval | Mughal Fort | 2 | Indian unique building |
Medieval | Wat | 3 | Siamese unique building |
Renaissance | Opera House | 5 | Requires Temple/Amphitheater ( 1 Culture Culture + 1 Great Work slot) |
Industrial | Museum | 5 | Requires Opera House ( 1 Culture Culture + 2 Great Work slots) |
Modern | Broadcast Tower | 3 | +33% Culture Culture in this city. Requires Museum. ( 1 Culture Culture + 1 Great Work slot) |
All wonders also produce at least 1 culture per turn, but a few produce or may produce more:
Era | Name | Culture | Requires | Notes |
---|---|---|---|---|
Ancient | Stonehenge | 6 | Calendar | Produces Faith Faith instead of Culture Culture |
Classical | Terracotta Army | 6 | Construction | |
Classical | Oracle | 3 | Philosophy | 1 free social policy |
Classical | Great Wall | 3 | Construction | |
Medieval | Angkor Wat | 1 | Theology | Culture Culture cost of new tiles reduced 25% |
Medieval | Himeji Castle | 3 | Chivalry | |
Medieval | Notre Dame | 3 | Education | |
Renaissance | Sistine Chapel | 1 | Acoustics | +25% Culture Culture in all cities |
Modern | Kremlin | 4 | Railroad | |
Industrial | Louvre | 4 | Archaeology | 2 free Great Artists |
Modern | Sydney Opera House | 4 | Mass Media | 1 free policy, +50% Culture Culture in this city |
Note that in Brave New World, the World Wonders' Culture production is significantly different. For more info, see below.
The following may also help you acquire more culture:
- Ancient Ruins - Provide a small, one-time bonus.
- Specialists - Each Artist Specialist (as well as Writers and Musicians in ) produces +3 Culture Culture.
- Social Policies - See below.
- Landmark improvement - May be created by a Great Artist; adds +6 Culture Culture to a tile. In Brave New World this improvement is made by an Archaeologist, and doesn't have a fixed amount of Culture Culture.
- City-States - Each Cultured City-State gives you Culture Culture per turn when befriended. The amount grows each era.
The Piety Social Policy tree is designed to enhance cultural growth considerably. In Gods and Kings, this is a bit mixed up with religion enhancements, but it still provides considerable cultural bonuses. In Brave New World, however, the Piety tree is focused solely on religion. So instead, the new Aesthetics policy tree is included as a major source of culture.
Also, the Liberty tree has some nice effects, especially if you intend to build a larger empire. Finally, the Tradition tree's opening effect influences positively border growth, besides giving you bonus culture in the Capital Capital. You get these benefits simply by unlocking this tree, so you don't need to actually complete it - its main purpose is different.
Finally, note that all Puppet cities suffer a 25% penalty to culture production.
Brave New World
In the Brave New World expansion, the role of Culture Culture is strongly affected by the changes made in the expansion. For starters, as mentioned above, its secondary purpose now is to defend against others' cultural influence. According to a certain formula, a nation's total culture per turn is measured against another nation's accumulated tourism output, determining the latter's cultural influence over the former. Simply put, the stronger your culture, the more difficult it is for the others to influence you!
Secondly, the production of Culture Culture has been considerably altered. Most of the regular Culture buildings now produce only 1 Culture Culture, but they also have slots for Great Works which, when filled, produce additional Culture Culture (as well as Tourism Tourism). Furthermore, Specialist slots are now very scarce - there are a total of 6 slots (2 in each Guild). This means your total Culture Culture depends not that much on how many cultural buildings and Wonders you have, but also mostly on how many Great Works you have in your buildings and Wonders. It also means befriending Cultured City-States becomes vital for your Social Policy growth in the beginning and middle game, when Landmarks aren't available yet and you don't have many Great Works.
Thirdly, Social Policies have been altered as well. Since the Piety tree is now solely dedicated to Religion, a brand new tree, Aesthetics, is focused on Culture. For more info about the changes on Social Policies, check here. Also, to better understand the touristic part of the new Cultural system, check here.
All in all, in the new expansion the Culture Culture stat becomes more of a source of social progress (the means of adopting more Social Policies and Ideological Tenets) and defense against other nations' influence, than a means to achieve victory. It also seems like the late-game formula for number of Culture Culture required to adopt new policies has been changed, allowing for relatively more policies to be adopted than earlier. On the downbeat, most of the Happiness Happiness-building policies have either been reworked (so that they don't provide happiness anymore), or simply moved to the Ideologies as Tenets. This means you will have less chances of increasing happiness through Social Policies in the early game, and are literally forced to adopt appropriate Ideological Tenets later, especially to counter the new effects of Public Opinion. This is consistent with the many other ways the game now has to hamper your progress in the last stages, if you don't know what you're doing.
Strategy
(This part is written for vanilla Civilization V and Gods & Kings; it doesn't apply to Brave New World, in which the strategy is dramatically different.)
Cultural growth is one of the important, although not essential, aspects of the game. To be successful in it, you should keep in mind two things:
- Culture is mainly produced in buildings built in your cities, and through specialist Artists, working in those buildings. There are ways to produce it in land tiles (for example the Landmark Great improvement, or Natural Wonders), but they are limited. One of these special ways is through certain Religious Beliefs - consider it if you pursue cultural growth.
- Each city you found (or conquer, or acquire in any other way) increases the cost of further Social Policies. (Note that Puppet cities don't count here!)
So, as you see, you need cities to maximize your cultural output, but also, you can't have too many of them, lest the price of policies skyrocket. A good way to easily balance between expanding and producing enough Culture is to conquer cities but make them puppets, not annex them. This way, you get more culture from these puppet cities, but the puppet cities don't increase the culture cost of policies. Build cultural buildings as a priority, research technologies giving you access to those as a priority, assign Artist specialists and use the Great Artists to build Landmarks to maximize Culture Culture production without founding new cities.
Certain Wonders are vital for your cultural growth (see above), so try to build them at any cost necessary.
For more detailed information and strategies on obtaining a Cultural Victory, including the new victory in Brave New World, read this article.
See also
Civilization V [edit] |
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Gods & Kings • Brave New World |
Lists |
Eras |
Concepts |
Miscellaneous |
† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World |