You should also build Monuments everywhere as soon as you can afford the production time, and then ignore everything else. I highly recommend building the Writers’ and Artists’ Guilds when they become available – they’re cheap and quite effective for their low cost, plus you need some culture from somewhere. Sure, culture is harder to get than it used to be, but would you pop a Great Engineer for +2 production/turn or a scientist for +2 science/turn? Of course not! Especially since culture doesn’t have buildings like Universities and Factories that multiply its effects. You only need Great Works if you’re pursuing a cultural victory. Great Musicians generate a one-time Tourism boost, which does nothing unless you’re going for a cultural victory anyway, and so you probably shouldn’t care about building the Musicians’ Guild in other strategies anyway. Great Works come at a significant cost themselves – Great Writers usually come close to paying for an entire social policy themselves with their Write Political Treatise alternative ability, and of course the eight-turn Golden Age from popping a Great Artist is amazing. You still need Monuments (the only basic building that still gives +2 culture/turn) to push your borders and unlock social policies, but in most cases you’re better off ignoring the rest of the cultural buildings from Amphitheaters on.īecause the cultural buildings no longer have specialist slots and their basic output is only +1 culture/turn, their usefulness doesn’t come close to justifying their production and maintenance costs unless you’re slotting Great Works into them. What you need to know for non-cultural victoriesįor the most part, you can ignore almost all of the new cultural stuff if you’re not planning on pursuing a cultural victory. This slick Firaxis-produced video gives a primer on the building blocks of culture. Now that you know what the new components are, let’s look at how they fit together. Going into each of the dozens of tenets available is beyond the scope of this piece, but the top takeaway is that Ideologies are an awesome, powerful reason to care about generating culture in the late stages of the game. Ideologies replace the old Order/Freedom/Autocracy policies. To win the game, you must have an aggregate tourism score with each rival civilization that is higher than the total culture they’ve generated over the course of the game. Tourism is the new road to cultural victory. Great Works come in writing/music/art flavors, and generate +2 culture/turn and +2 tourism/turn for the city they’re placed in. Alternatively, artists can trigger a Golden Age, writers can generate a one-time big culture boost, and musicians can give a one-time big tourism boost. Great Artists, Writers, and Musicians replace the old Great Artists, and can all be consumed to create Great Works. The Writer, Artist, and Musician Guilds are national wonders that give culture per turn, Great Person points of the appropriate flavor, and specialist slots that generate culture per turn and points toward whichever type of Great Person. Here’s what you can expect.Ĭultural buildings like Amphitheaters only give +1 culture per turn now, and don’t have any specialist slots, but do have slots you can put Great Works in. Several dramatic alterations to the culture system all work in tandem to create a much better overall experience than existed in previous incarnations of Civilization V. Here’s a primer on the changes so you can hit the ground running. The second expansion changes the cultural side of the game quite a bit.
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