If I'm playing Brave New World multiplayer as part of a team it appears that, unlike science, our culture and tourism are not combined. That means the best way for the team to win a culture victory is to give all the great artists to one player, let that player build all tourism benefiting wonders and basically concentrate entirely on that player's civ, which seems like it might not be much fun for the other player(s). Have I understood this correctly?
Edit: I've just read the question that people have marked this as a duplicate of, sounds like it's even worse - everything I've said is true, plus you need to influence your partner too, yet you can't have open borders with them! Sounds like this isn't a good way to go in multiplayer.
I'm playing a game with a friend where I'm doing my best to stack tourism. I've noticed that I'm still "exotic" to him and he has a TON of culture. I also cannot generate many tourism bonuses for him because "open borders" does not exist. Do I have to become influential with my human ally (teammate) to win a culture/tourism victory? (more tourism than his total culture) I cannot find the information on this anywhere.
How are the conditions of a team victory calculated? It is clear that when playing a Team game of Civilization 4, teams win or lose together as a team. However, it is not clear how the target goals of these conditions are calculated, and it can be very time-consuming to attempt to determine this. Is a cultural victory triggered when the requisite number of legendary culture cities are achieved between all team members combined, or must they all belong to a single player? Do Civilizations on a team build their own collective Space Ship, or each build one separately? Are players voted
I play Hotseat with my brother and we have this problem. if the 2nd player in turn wins the diplomatic victory the game ends with defeat screen for the first player and the 2nd player doesnt get his victory score. And we have some like competition who will do the biggest victory score at our leaderboard.. is anyway that this can be fixed? and instead the game ends with defeat on defeated players turn to end with victory on the victorious player turn?
(BNW)Granted, I understand it's exceptionally difficult to adopt every social policy and ideological tenant before achieving any other victory condition... but I actually managed to do it by accident and kept a game running solely for meta-purposes. Technically speaking, one could force a world ideology through the world congress and adopt all new tenants for both of the ideologies they didn't choose, but even after that, there appears to be no recurring way of spending amassed culture, unless I've overlooked something completely and would feel like a total moron
In Civilization 5, Culture is described as your defense, while Tourism is your offense in the game of influencing other civilizations. When you generate Tourism, you generate it 2 points at a time. I've found that, even when you're generating as little as 4 points of Tourism, you can find some (culture-poor) civilizations where your influence is rising. It seems unlikely that even a small, culture-poor civilization would generate a mere 4 points of Culture per turn. So: how many points of Tourism does it take to overcome X points of total Culture? Does it matter whether the Culture
for the crappy tactical AI, they'd have overrun me long ago.) Also France is at about the same culture level as I am, although my two cities are culture monsters with a lot wonders and all. (I guess this just goes to show quantity trumps quality in any Civilization game :-) What I would like to do would be to somehow analyze the save game, i.e. open it up and check in on the details of the AI civilizations production/science/culture/city production etc. to learn for future games from the current state of this game. I vaguely remember I could do this in Civ4, but there doesn't seem anything in Civ5
In Assassin's Creed: Revelations the developers apparently added new sounds when jumping/climbing which sound like "ugh" and they are extremely annoying. Is there a way to get rid of these sounds? Hacking files is fine for me, I always play in offline mode so I don't have to care if the Ubisoft launcher dislikes modifications or not. My guess is that all sounds are in sounds_eng.pck or sounds_ger.pck, but at least a quick google search didn't result in any tools to edit them.
I understand how the basic Culture Bomb works. What I'm asking is if you own the tile adjacent to a neighboring city (other player or City State) and perform a Culture Bomb in it, will you take over that city? In the picture below, the x's are your territory, the o's are your neighbor's, and the C is your neighbor's city. x x o o o o x x C o o x x(x)o o o x x o o o If you bomb the (x) tile to change the territory like so x x o o o o x x C o o x x(x)x o o x x x o o will you control the city C?
isn't high enough to overcome Russia's culture rate from conquering their continent. However, I don't want to found too many new cities and slow my social policy rate. I have built all buildings...I have filled all of my art slots but still have several dig sites available. When one of them was completed I wasn't given the option to create an artifact because there were no available slots, thus forcing me to create a free landmark for my rival. I have two buildings that lack the theming bonus. I'd like to make room for new artifacts in the hopes that I'd get lucky and find a match