Culture-Producing Improvements
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Culture-Producing Improvements Expand / Collapse
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4/22/2004 10:42 PM


Piscata Rosea 4 4 5

Piscata Rosea 4 4 5

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Culture flips are hard to get, but the following things help:

[LIST]
[*]Your overall culture is significantly more than the enemy civ
[*]The city you want to flip must have low culture
[*]The city you want to flip is small and/or has a low number of defending units inside
[*]Your cities nearby must have a lot more culture in comparison
[*]The city you want to flip is linked by road to your civ, but not to the enemy civ (i.e. isolated)
[*]Using the spy for propaganda can sometimes work (although rare)
[/LIST]

In my last game, I had 3 cities flip to belong to me - you normally have to just about surround them, but sometimes you can be pleasantly surprised.

I did end up with a cultural victory on my last game - my suggestion is you need a large empire (20-30 cities) to be in with a chance before the turns run out. Remember to rush build temples, cathedrals, libraries, etc. in these new cities.

If my maths is correct, a city with temple + cathedral + library + colosseum + university = 2+3+3+3+4 = 15 culture per turn. These are all available during medieval times, so it pays to build early!

Your older cities are likely to be generating towards double that later in the game (doubling of culture after 1000 years). And lots of wonders are a big help also!

I was generating about 800 culture per turn towards the end - you just need a big empire!
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