You don't really see much spy use, so this might not be fantastic to have. Scotland Yard (The Mythic Pack DLC): Great people cannot be stolen by enemy spies. Add this to the standard temple/cathedral effect and you'll really crank out culture like there's no tomorrow. ![]() Taj Mahal (The Iconic Pack DLC): All buildings produce +1 culture. Increases a city's culture production by +100% (preferably the capital) until the wonder is obsoleted when any civ researches Mass Media. Shakespeare's Theatre: Requires Literacy. The Magna Carta is never obsoleted, so if you settle a new city after building this wonder, building a courthouse is even more important than it usually is. Adds a bonus effect to courthouses: +1 culture per population in the city with a courthouse. Increases a temple's effectiveness by +50% until the wonder is obsoleted when any civ researches Literacy. Stonehenge: Available to all civilizations at the start of every game. ![]() Increases a city's population by +50%, which is good for using more tiles, creating more culture, and settling more cities. Hanging Gardens of Babylon: Requires Pottery. Prevents any civilization from declaring war on you (all currently at war with you will declare peace) until the wonder is obsoleted when any civ researches Engineering. The English start the game in a monarchy. Important for any victory because it allows you to switch to any type of government (you want monarchy) until the wonder has been obsoleted when any civ researches Monarchy. Great Pyramid: Requires Ceremonial Burial. Requires the Religion technology and replaces the temple. Is required to build a cathedral in a city.Ĭathedral: Increases a city's culture production by +2 per point of population in the city. Requires the Ceremonial Burial technology. Temple: Increases a city's culture production by +1 per point of population in the city. A very big deal, since the capital will almost always be your most populated city - unless something goes very wrong. Monarchy: Doubles the culture produced by the capital city. Having multiple cities with high populations and the correct buildings is very important for cultural victories. Republic: Decreases a settler's population cost to 1 population from the city it came from. These turn into cities, which can then be used for more culture output.Įngland: Starts the game in a monarchy, giving them double culture production from their palace as soon as the game starts. Mongolia: Depends heavily on how many barbarian villages are taken over by them, as well as how fast they do it. Zulu: Has a Medieval Era bonus of an estimated +50% population growth - without having an aqueduct. This, of course, feeds into the free cathedral. They start the game with the Pottery technology, meaning they can also build the Hanging Gardens of Babylon wonder to speed up their population growth (preferably in the capital). This also means they won't have to spend turns building a temple or a cathedral in their largest city later on. Their strong economy combined with a solid culture game can be quite effective.įrance: Starts the game with a cathedral in their capital. Because they start off with the Democracy technology (and government), they can build the Magna Carta right away.Īmerica: Starts with a great person and acquires gold quickly, giving them the economic bonus-great people faster than others might. Greece: Also benefits from a faster influx of great people as an era bonus. ![]() The Romans are obviously a very great contender for cultural victories, if not the best. Rome: Two of their era bonuses inflict half-priced wonder development and a faster influx of great people. ![]() This rule can be ignored if someone has the Hollywood wonder and tries to flip cities. Note: Building walls prevents a city from being flipped.
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