Showing posts with label civilization-5. Show all posts
Showing posts with label civilization-5. Show all posts

Saturday, May 26, 2012

How do I launch Sid Meiers Civilization 5 to play in offline mode?

Question

I have just installed Civ 5 from Steam. Is it possible to play it offline (without connecting to the Internet?) If yes, How?

Asked by GeoStrike

Answer

OK. I intalled the game myself and did a bit of testing. First of, you'll need to run the game once while the connection is still on, to complete all the installations and such. You don't need to play the actual game. Just exit once you reach the menu. (You might even be able to get out during the cutscene by pressing Alt+F4.)

After this, open the Steam window, go to File (upper left corner) and choose "Go Offline...". Steam will restart in offline mode (or at least shut down and be in offline mode once you start it again) that allows you to play the game offline. The game itself doesn't seem to have any additional need for internet connection.

However, this might come a bit late, since the free weekend is about to end. The game will most likely disable itself once the event is over, wether you're online or not.

Answered by DJ Pirtu

How to launch Sid Mayers Civilization 5 to play in offline mode

Question

I have just installed Civ 5 from Steam. Is it possible to play it offline (without conne? If yes, How?

Asked by GeoStrike

Answer

OK. I intalled the game myself and did a bit of testing. First of, you'll need to run the game once while the connection is still on, to complete all the installations and such. You don't need to play the actual game. Just exit once you reach the menu. (You might even be able to get out during the cutscene by pressing Alt+F4.)

After this, open the Steam window, go to File (upper left corner) and choose "Go Offline...". Steam will restart in offline mode (or at least shut down and be in offline mode once you start it again) that allows you to play the game offline. The game itself doesn't seem to have any additional need for internet connection.

However, this might come a bit late, since the free weekend is about to end. The game will most likely disable itself once the event is over, wether you're online or not.

Answered by DJ Pirtu

Monday, May 21, 2012

How to heal workers?

Question

Workers are usually captured rather than damaged, but I was recently playing with a friend, and he was bombing my workers from the see.

I was then looking for the "fortify until healed" option, but couldn't find it. Can workers heal themselves ?

Asked by Zonko

Answer

They don't have a Fortify option, but if you take no action with them during the turn, they will heal the same as any other unit (1 point in neutral territory, 2 points in friendly territory, 3 points in a city).

Answered by bwarner

Is there drawbacks to rushing an era?

Question

From what I can tell, it is always good to change era :

  • increased bonuses more from city-states
  • unlocks policies
  • makes your opponents think your are ahead in tech (at least in multiplayer)
  • cities make more damages (or is it just the animation that changes ?)

Are there any drawbacks that would make you choose another tech to wait a bit before entering a new era ?

Asked by Zonko

Answer

You're right that it is generally a good thing. If you can move into the next area with a free technology (from a social policy or wonder), that's definitely a good thing.

The only downside in general is that technologies in the next era will be more expensive than ones in your current era. So if you push too hard to move into the next era, you may end up having to wait 40+ turns without any technology advancements. This can leave you at a significant disadvantage against opponents that may now be an era behind, but who have been enjoying the benefits of all the technologies from the current era for quite some time.

Answered by bwarner

Monday, May 14, 2012

What about Great Person tile improvements in Civ5?

Question

The Great Artist, Scientist, Engineer, Merchant can build tile improvements that generate additional culture/science/production/gold. The Great General can build the citadel.

These always feel like a bad tradeoff, as:

  • I tend to save my Engineers for wonders (I like to think worth a lot more that a few added production).
  • Putting culture and science on a tile makes most sense in cities that already are larger (more buildings means more bonuses to the base values), but for larger cities I am already hard-pressed to squeeze food and production out of them and adding a Gerat Person tile improvement will diminish the return in food and/or production of the tile or I have to add it to a tile I wouldn't normally work with this city.
  • Using a great general for a citadel will also ruin any tile improvement, so I have never used it up to now.

Are the bonuses worth it?

Asked by Martin

Answer

Let me rephrase the question:

When do the Great Person tile improvement bonuses are worth it?

Basically the rule of the thumb for all of them is the earlier you build the improvement the more profit it would bring during the course of the game. This is especially noticeable when you play for babylonians and get a Great Scientist from Writing. Such an early academy would increase your science output about two times and would really help to zoom out those early technologies.

Generally I like to build Academies. Let's do some calculations. Before University it gives you 5 science. Technologies till Education cost from 35 to 440 beakers, so roughly 237.5 in average. So your Academy would pay off in about 47.5 turns and later it would be just plain profit. So I think that's just great. Technologies from Education to Scientific Theory cost from 440 to 1300 beakers, so 870 in average. Academy with University gives you 7.5 beakers, so it would pay off in 116 turns, so that is still quite good. And if a city is dedicated to science and has a National College, then Academy would give you 10 beakers, so would pay off in 87 turns, which is even better. Later technologies seem very expensive and definitely worth using Great Scientist to discover. But the problem with them is that in modern era they almost stop increasing in value. And you obviously want to use your Great Scientist to discover later and more expensive technologies. So it kind of stops me from doing so when I see that 3rd tier modern technology would take me just 1 or 2 more turns to discover then 1st tier modern one. So IMHO you can get the best deal from your GC discovering late renaissance / industrial era technologies.

Another thing is then you are beelining tech tree to a specific unit, wonder or even era (for opening a SP branch). In that case its definitily worth using GC for instant discoveries.

I also almost always use Great Engineers for rushing wonders, but let's do some maths anyway. Lets say your best city before Steam Power could grow from 5 to 15 in size, so (very) roughly 10 in average. So rushing a wonder gives you about 300+10*30=600 hammers. A Manufactory without Factory would give you 5 hammers, so would pay off in about 120 turns. If you build buildings a Manufactory with workshop would give you 7.5 hammers, so would pay off in 80 turns. Actually its not such a bad deal when you think about it. So if you don't have any important wonders in sight it might just be worth building a Manufactory. The problem is that you always do :).

Using a Great Merchant for a trade mission would give you from 350 to 650 gold depending on era, so 500 in average. Add to that influence worth about 250 gold (I think you get about 30 points of influence, but I might be wrong) and you have 750 gold from a trade mission. A Customs House gives you 5 gold with no buildings and about 12 gold with stock exchange, so its 8.5 gold in average, which would make it to pay off in about 88 turns. Not such a bad deal. I'd say use it for trade missions when you desperately need some cash (lets say for unit upgrades) or CS influence. The economy of using Great Merchant for Golden Age inflicted gold output is explained in this answer.

The last two Great People are mostly situational. I only used Great Artist once ever for culture bombing when I needed access to coal and couldn't settle another city as I was going for culture victory. It might well be used to access some valuable resource tile, which is on that useless one tile piece of land off the coast more than 3 tiles away from a city. It might also be used in some stalemate war situation, when pushing a cultural front line just one tile is such a big deal, I've seen AI doing that once. In other cases I find it more effective to settle that land, take it by force, or if it is CS land - just ally with it.

I really like using Great Generals for building Citadels. Just put it in front of the city (for friendly lands and easy unit exchange), build a road to it, make sure there is enough room for enemy units to surround you citadel on other 3 sides (for -3 damage) and you can pretty much fend off any attack. In one game I was controlling about 1/4 of the pangaea map, and Mr Askia was controlling the rest, we were at never ending war and he was sending swarms of units at me. I successfully held the mountain range position using just several units, several forts and a citadel.

I usually use Great People for Golden Ages when I "need them". That is if I need a cash injection for unit upgrades or to bribe some CS's. Or if I'm falling behind in producing buildings. I also like to zoom through the phase of building workshops and factories using golden age, as the faster you get those buildings the more production you will have overall.

Answered by Adj

Tuesday, May 1, 2012

What factors affect tile purchase cost?

Question

I know there are some wonders that modify the amount, but what I'm really looking for is information on what factors determine how much each tile costs, since they seem to vary per-tile and over time (and/or if you purchase tiles).

Asked by Dan Fego

Answer

In my experience, the factors which effect purchase cost are:

  • Current turn/era (the later the costlier)
  • Number of tiles the city already has (the larger the costlier)
  • Distance from the city (the further away the costlier)
  • Whether the tile is one which is considered for expansion - i.e. has a purple border (if it is, it's about half the price)
  • I'm also pretty sure, but not convinced, that having a resource on a tile makes it cheaper. It's hard to test because almost always a tile with a resource will be prioritized as the next to expand to, so it's hard to separate it from the previous bullet.

For a more complete reference, below is the section from the game configuration file which deals with "acquiring new plots", as it is called there. Any entry with "culture" applies to culture "cost" only, but I'm not quite sure what the entries with "influence" mean; perhaps this applies to both gold and culture cost.

(the section was originally in XML format, but I've changed it to something friendlier)

Cost of acquiring new PlotsPLOT_BASE_COST = 50
PLOT_ADDITIONAL_COST_PER_PLOT = 5
PLOT_COST_APPEARANCE_DIVISOR = 5
CULTURE_COST_FIRST_PLOT = 15
CULTURE_COST_LATER_PLOT_MULTIPLIER = 10
CULTURE_COST_VISIBLE_DIVISOR = 5
CULTURE_PLOT_COST_MOD_MINIMUM = -85
MINOR_CIV_PLOT_CULTURE_COST_MULTIPLIER = 150
MAXIMUM_BUY_PLOT_DISTANCE = 3
MAXIMUM_ACQUIRE_PLOT_DISTANCE = 5
PLOT_INFLUENCE_DISTANCE_MULTIPLIER = 100
PLOT_INFLUENCE_RING_COST = 100
PLOT_INFLUENCE_WATER_COST = 25
PLOT_INFLUENCE_IMPROVEMENT_COST = -5
PLOT_INFLUENCE_ROUTE_COST = 0
PLOT_INFLUENCE_RESOURCE_COST = -105
PLOT_INFLUENCE_NW_COST = -105
PLOT_BUY_RESOURCE_COST = -100
PLOT_BUY_YIELD_COST = 10
PLOT_INFLUENCE_YIELD_POINT_COST = -1
PLOT_INFLUENCE_NO_ADJACENT_OWNED_COST = 1000
Answered by Oak

Friday, April 27, 2012

How can I select/activate a unit behind another unit?

Question

I have two sleeping units standing behind another unit each on the same field. I try to click on their shields but Civ 5 always focuses on the unit in front of it. How can I select a unit behind another unit? (In both cases it's a civilian unit behind a military unit.)

Answer

Turns out double-clicking on the units' field sometimes does the trick.

Answered by Andrew J. Brehm

Wednesday, April 25, 2012

Do mods prevent you from achieving achievements?

Question

If you play w/ a mod, will it prevent you from getting an achievement in the game? I'm a huge fan of the Luxury display mod, and would hate to have to play w/out it... but I do want to try and get the achievements...

Asked by aslum

Answer

Yes. Any game achievements you earn will not be registered by steam while any mod is active.

It does not matter whether or not the mod effects the particular achievement in any way.

Answered by Akusete

Tuesday, April 17, 2012

What are the differences between Civilization V and Civilization V: Game of the Year Edition?

Question

I am looking to purchase Civilization V, and I see two different versions on Steam:

  • Civilization V
  • Civilization V Game of the Year Edition

What are the differences between them? Does the Game of the Year edition include an expansion pack or DLC?

Asked by Foxtrot

Answer

No offense, but... have you tried looking at its store page?

Game of the Year Edition includes:

  • Sid Meier's Civilization® V
  • All 4 Cradle of Civilization Map Packs (Mediterranean, Asia, Americas, Mesopotamia)
  • Civilization Pack: Babylon (Nebuchadnezzar II)
  • Double Civilization and Scenario Pack: Spain and Inca
  • Civilization and Scenario Pack: Polynesia
  • Civilization and Scenario Pack: Denmark - The Vikings
  • Explorer’s Map Pack
  • Official Digital Soundtrack
Answered by lunboks

What are the differences between Civiliazation V and Civilization V: Game of the Year Edition?

Question

I am looking to purchase Civ. V finally, and I see two different ones on steam.

  • Civ. V
  • Civ. V GOTY

What are the differences between them? Does Civ. V GOTY include an expansion pack or DLC?

There is $20.00 difference and I am wondering if it is worth it. (IMO GOTY editions are worth it)

Asked by Foxtrot

Answer

No offense, but... have you tried looking at its store page?

Game of the Year Edition includes:

  • Sid Meier's Civilization® V
  • All 4 Cradle of Civilization Map Packs (Mediterranean, Asia, Americas, Mesopotamia)
  • Civilization Pack: Babylon (Nebuchadnezzar II)
  • Double Civilization and Scenario Pack: Spain and Inca
  • Civilization and Scenario Pack: Polynesia
  • Civilization and Scenario Pack: Denmark - The Vikings
  • Explorer’s Map Pack
  • Official Digital Soundtrack
Answered by lunboks

Monday, April 16, 2012

Is it possible to (globally) slow down the pace of research and culture gain, without slowing production (as much)?

Question

So I love long games of Civ. Epic is my usual "pace" chosen for play. However, every time I play, regardless of my settings -- I never feel as if the world spends enough time in each given "age". A common sequence of events, is I'll discover a technology unlocking, say, a new military unit. I'll tell one of my more productive cities to begin producing them as soon as they finish their whatever-they-were-building-before, while I continue researching towards other military units, and by the time I've finished building two or so swordsman I have the tech for longswordsman and now my old troops are outdated. Later on, as my research speeds up (as it often does) I'll finally get a couple riflemen to the front lines, just in time to provide ground support for the stealth bomber I bought. Quite often I forgo the entire process and build only city-defense troops until I get into Industrial or later eras.

Is there a way to modify this? As in, set research and policy acquisition to an Epic game pace while leaving production at a slightly faster (roughly Marathon?) pace, to allow more of a chance to play around with an Ancient/Classical/Medieval military?

Asked by Izzy

Answer

I believe you can just modify CIV5GameSpeeds.xml to suit your tastes. It will be in the Assets\Gameplay\XML\GameInfo folder of your Civ 5 folder.

Each difficulty level is listed, with a bunch of percentages that are applied to the cost of everything. The ones you are likely interested in are TrainPercent (presumably affecting the cost of units) and ConstructPercent (presumably affecting the cost of buildings). I'm not sure about CreatePercent, I think that may affect the cost of Wonders, but I'm not certain. And there is also BuildPercent, not sure what that is. So just take a text editor, adjust the values for the difficulty level you want to play, and then start a new game.

I guess the other option would be to start with the normal game length and just increase the relatively obvious settings for Research and Culture percent (if that really is all you want to slow down). I have a feeling this won't necessarily give the feeling you want though, you'll just end up with a game that feels like it is moving fast but you can't research anything.

Answered by bwarner

Wednesday, April 11, 2012

Is there a per turn gold cost to allying with a city-state?

Question

Obviously there can be a cost involved with getting a city-state to ally with you, in the sense that you gift them gold to get reputation. But I noticed in my game the other night that allying with a city-state to get their resources appeared to cause my gold per turn to fall precipitously. Am I now paying maintenance on the roads that are in their territory? Are there other possible explanations?

Asked by bwarner

Answer

Simple answer: No, not directly.

I played around with my save game, and the difference appears to be that as a result of going into "We love the king" mode, my gold from cities went down dramatically. I would guess that this is because the civilians were assigned to food instead of money to take advantage of the growth benefit. I guess this means you have to keep a close eye on how your civilians are assigned, especially later in the game when maintenance is high and money is a lot more important than a little population growth.

Answered by bwarner

Friday, April 6, 2012

Can bribing a guarded foe gain friendship?

Question

I am in the late game and there is a power triangle. The usually technological superior foe, Korea is out in front with the Aztec and myself (Incan) vying for victory.

The Aztecs are guarded and Korea is friendly. I wish to turn that around. I want Korea to hate me and Aztec to like me.

So I am now in the process of doing the following.

  • Stopping trade with Korea or any kind.
  • Telling them off for attacking a city state.
  • Publicly denounce Korea
  • I have gifted Aluminium to the Aztec.

Is there anything else I can do?

For fun, I wondered if the following would work. Even though Aztec is at war with Korea, he would not accept this. enter image description here

Asked by Valamas

Answer

My guess based on previous Civ games is that the relationship bonus that you can gain from a gift is capped at a relatively small amount. So while it will move you in the right direction, you won't be able to buy your way out of any situation. I'll try to see if I can verify from the Diplomacy screen.

Answered by bwarner

What happens to air/sea units occupying when a city razes?

Question

What happens to air and sea units that are within a city which finally razes to the ground?

Asked by Valamas

Answer

In both answers, the units are not "awoken" and you could lose your units with maybe only a later inkling that something is amiss.

Air Units are destroyed.

enter image description here

enter image description here

It appears that with sea units, you are given one turn to move them out. Regardless of how many movement the unit has; you will only be able to move one move. If you end the turn with it on land, the sea unit will be destroyed. If it was an aircraft carrier, the carrier will have survived but the aircraft will have been destroyed as per the aircraft rule enter image description here

Here showing 12 movement points and the move radius only shows 1 move. enter image description here Here showing the units is out of moves. enter image description here

Answered by Valamas

Saturday, March 31, 2012

How can I know who is at war with whom?

Question

Is there a way to know which country is at war with another country? I know that there is the Diplomacy Panel, but it only tells my situation with other AI civilizations. What I want to know is : Is there a war between other civilizations (AI)?

Asked by Pierre

Answer

You can get a lot of information about other civilizations through the Diplomacy Overview screen. You can access this screen through the drop down menu in the top right corner. This menu is accessible by using the button next to the Social Policies button. Once you open up the Diplomacy Overview, click the tab labelled Global Politics. A screen like this should appear, which informs you of the relationships of each opponent:

diplomacy overview screen-global politics tab

Answered by bgalin

Wednesday, March 28, 2012

How do I play the “Cradle of Civilization” DLC?

Question

I own several of the "Cradle of Civilization" DLC packs for Civ 5, but I can't for the life of me figure out how to load them. It's not an option under "scenarios," and when I set up a game, it's not an option under map type either.

I've double checked the store page and the Downloadable Content dialog in Steam, and both confirm that I own the pack.

The Cradle of Civilization map packs are Firaxis-designed maps of real-world locations. You can play random leaders in these settings, or choose leaders appropriate to the history of these areas. The maps can also be opened up in World Builder, where you can even create specific scenarios.

How do I play a game with this DLC?

Asked by agent86

Answer

They are only maps (not scenarios), the pack includes map types called Americas, Asia, Mediterranean and Mesopotamia.

The answer is that they will appear for you via the following menu path:

/Mods/Single Player/Setup Game/{Map Type}

They should appear in the regular single player setup. It is a poor mistake by the game makers.

I always use the mod route to setup a game. I no longer use the Single Player option at the start. (Tip: setup your defaults via regular single player, start tha game. As soon as you see your settler, exit and go to the Mod setup game to see the default selections saved)

Here is a print screen showing Americas and Asia. enter image description here

My last game was on the Bering Strait which was awesome. However, I am not sure if it came from another map pack or was with the game to begin with.

Answered by Valamas

Tuesday, March 27, 2012

Defence against stealth bombers?

Question

I was fighting a technological superior foe. Korea! had only just gained Jet technology.

Korea had employed a stealth bomber. For once I was on the wrong side of this weapon and Korea was picking off my melee units.

In the city i was attacking from/defending I had jet fighters set to intercept . I also had an anti-aircraft gun. I am not sure if I was damaging the Stealth Bomber.

I had quick combat on which could have made it difficult to see if I was damaging the bomber.

Can stealth bombers be defended from? (other than from the bomber taking a little damage as you do attacking any target with planes).

Asked by Valamas

Answer

The only way to defend against Stealth Bombers is capture the city they are based from or to damage them so much using nuclear weapons that they are destroyed. The later being the most effective option as the air unit would most likely relocate prior to conventional invasion.

The reason that air defences do not work is because the Stealth Bomber has this ability:

Evasion (100)

100 evasion is 100% evasion. This means that fighters/jets set on interception will not intercept a Stealth Bomber and AA will not fire on a Stealth Bomber.

Answered by Valamas

Sunday, March 25, 2012

Does a shortage of Uranium affect nukes' strength?

Question

When you have a negative quantity of some strategic resource all military units using that resource get a penalty to their combat strength until you get the balance back to zero or above.

I was wondering if nukes also suffer some sort of strength reduction when you don't have enough Uranium to maintain them.

Asked by Oak

Answer

With nukes, it makes absolutely zero difference.

enter image description here

Notice that in this instance, I've got 3 Uranium spare. I've just dropped a nuke on top of Genghis Khan's capital, taking off half its health.

enter image description here

In this second case, I have -1 Uranium left over and just dropped a nuke. It's left Karakorum with the same amount of health and the same number of citizens. It has also left the Mobile AA with 1HP in both cases, and my poor poor infantry with the same amount of HP.

Ergo, negative uranium makes no difference to nukes. I suspect it will impact on nuclear submarines, as they are a unit that hangs around (as opposed to a one-time usage unit).

Answered by Albort

Wednesday, March 14, 2012

Understanding unit movement

Question

Looking at a unit is there anyway to tell if it has moved or not in the current turn? I've noticed the emblem for the unit greys out, but it also seems to remained greys out if the unit has been fortified.

How do I tell all the possible tiles a unit can move too? I've noticed that when I click to move a unit a blue outline is briefly shown, but I want to see this before I issue the move command.

Asked by Dan

Answer

Seeing what units can still move

You can see whether a unit can still move from the unit list - you can open the unit list screen by clicking on the symbol and the top-left corner and selecting the 3rd option. Each unit has a colored circle next to it, as well as text explaining what it is currently doing (e.g. fortified). If there's no text, it means the unit is awaiting orders.

  • If the colored circle is green, it means the unit has all its movement points remaining.
  • If the colored circle is yellow, it means the unit has some of its movement points remaining.
  • If the colored circle is empty, it means the unit has no more movement points remaining.

So in short, any unit you see with a green or yellow circle can still move this round, even if it's not awaiting orders - you can click it directly in that unit list screen to select it, or even double-click it to select it and center your view on it.

See all available tiles for movement

To see all the available tiles a unit can move to, either click the move-to button and then select a tile, or hold the right mouse button (don't just click it!). Then, when you release it, the unit will move to the designated spot. In both cases, you will have a blue outline showing the limit of where the unit can reach in the current turn.

If you use either of these methods and then designate a location beyond your movement range, you can even see the entire planned route (well, at least the first 8 turns of it or so), how many turns it will take to get there, and what position the unit will be in at the end of each turn.

Grey Emblem

I see you mentioned the unit emblem turning grey-ish. This only happens when a unit has no more movement points remaining in that turn. A unit may be busy doing something (e.g. fortified or constructing something) so it's not awaiting orders, but still with moves remaining, so it will still have a non-grey emblem.

Answered by Oak

Tuesday, March 13, 2012

What is a good benchmark for the cultural win strategy?

Question

I am currently learning to play Civilization 5 and decided to experiment with the cultural victory strategy. I am going to play game after game with the same strategy, making minor adjustments to see what works and what does not.

While it is nice to see which approaches work better than others, I could use some kind of benchmark from experienced players to compare my results to. I am looking for things like

  • You should be able to win the game before the year X
  • You should have at least a growth of X cultural points each turn in the year Y
  • You should have built at least X cultural landmarks during the game
  • You should get at least wonder X, Y and Z
  • You should ...

Those are just examples, maybe there are much more important KPIs in this strategy I am not even aware of. What values can I measure my attempts against?

UPDATE: To avoid confusion what I am exactly looking for, I add a clarification from the comment section below.

I am looking for KPIs like "A experienced player can win a cultural victory before 1850 AD". If I cannot do it before 2000 AD, I know that there is a large gap I need to close. Or a KPI like "A experienced player can gain 200 culture points each round around 350 AD" tells me, that I am messing things up in the early game, if I can only gain 100 around 350 AD. I am not looking for instructions about what to do but how I can measure if what I am doing works.

Asked by Demento

Answer

Here's a recounting of my France, Tiny, Pangaea, King game.

Turn 75

7, 2, 2 population.

2 spearmen 2 warriors 2 workers

Completed: Wheel, BronzeWorking, Calendar, Trapping. Civil Service is 8 turns away.

Stonehenge 7 turns away. 3 Monuments. No other buildings.

Social Policies: Tradition 5/6

Notable randomness: Fountain of Youth +10 happy, so ignoring happy science. Turn 2: +1 pop from ruins.

Turn 250 (1700 AD)

21, 11, 10 population

2 Pikemen 1 Musketeer 3 Crossbowmen 1 Cannon 2 Caravel 2 Workers

Science: Archaeology, Acoustics, Chemistry. Fertilizer is 2 turns away.

Wonders: Hermitage, Ironworks, National College, Sistine Chapel, Hagia Sophia, Kremlin, Louvre, Stonehenge, Colossus, NotreDame, National Treasury

Social Policies: Tradition 6/6, Piety 6/6, Freedom 6/6

Culture 272 + 75 + 42 = 399

7 landmarks.

At this point, Science is mainly for defense and production. I don't really need any more wonders to win. My next focus is to get a bunch of artillery, and build any helpful buildings (finish my museums, then happiness due to piety's conversion, then the rest). I hope to win before bombers become any kind of threat.

Notable randomness: My incredibly weak military score has caused all 3 AI's to declare war and send armies (even my ally :( ). Sorted them out, but situation is still risky. I lost a couple workers, and it's hard to build improvments with enemy units standing on those tiles. However, cities were never really at risk.

Turn 350

There are 15 enemy units on my lands, a mix of modern infantry and tanks. I have ~6 artillery trying to sort them out... (note from the future: I wind up losing all military that isn't in a city, but I do enough damage to push them back.)

1.5 policies to go. 14 landmarks.

Turn 370

City pop: 25, 19, 17

All policies done. Starting Utopia project. Currently researching Electronics. Did not research Radio.

Turn 390: 1970 AD

Cultural Victory. Whew.


Additional notes: King is much harder than I remember... by the end of the game, one of the AIs was able to field a ~40 military unit offense. Fortunately, he sent it to another AI. I feel the Fountain of Youth greatly influenced my game - I never hit unhappy and I was able to put off Theater science and buildings for a long long time. I feel I built too many wonders at the start of the game and should have instead built more units.

The AI's took all the city states as allies, I never sent any of them any gold. I never had much spare gold to send them either.


I ran a comparatively idyllic prince game (france, pangaea, tiny). Two city'd my way into a cultural victory on turn 317, 1894 AD.

Answered by David B