Civilization 5: 2019-08-23 campaign

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Main: Civilization 5

City Placement[edit]

  • On River in order to get Hydro plant (+1 hammer for all river hexes).
  • NOT on plains if the city has stone, for Stone works.
  • Let it NOT take more than one stone and one horse, as some other city could benefit from the second stone/horse.
  • NOT on hill for Windmill. The extra hammer and defense you get from building a city on a hill is outclassed by the Windmill.


  • Make short and decisive wars. The time your neighbour isn't warring, he is building wonders for you.
  • Make war with two city states close to you and build Citadels at their gate in order to level troops.
  • When you have conqured a civilization, before declaring the war that will deal the finishing blow to their last city, make a city on a very inhospitable place with minimal growth potential, and gift it to them. Then after having taken all their cities, save that city. Put one or two citadels around it and have that civilization be your another training center for the rest of the game.
  • Do build Barrack and Armory in one coastal city. That will be your unit production city. Just accept the fact that this city will not have a market nor a Library for a very very long time. You want them to keep gaining xp. Military Academy increases this to +45xp.
  • Upgarde 3-4 trirems to Caravels as soon as you can. You wont get the discount on upgrading them before late close toturn 600. The better you discover new City States, the better.
  • Galleass get the Range upgrade as their 3rd Upgrade. If you build them in a city that gives them +30 XP, they only need 30 more to get ranged, meaning, 10 hits on a city. They will get a 4th range when they upgrade to Battleships.
  • Only the original Capital can not be raised.
  • Do boats in cities require upkeep if you got Oligarchy?


Build this:

  • Stonehenge - greatly increases rate of receiving first religion. Gives a Great Engineer.
  • Oracle - 1 free Social Policy. Irresistible.
  • Sistine Chapel: +25% Culture in all Cities. Remarkable increase.
  • National Epic - +25% Great Person generation. Requires Monument in all cities.
  • Oxford University - Free Tech, use it to get to Railroad for Neuschwanstein. Requires University in all cities, unlike it is ever built in a wide empire.
  • Neuschwanstein - crazy good.
  • Statue of Liberty - +1 Production from Specialists in every city
  • Big Ben - -40% gold cost of purchasing buildings with the right Social Policy.

Hope to conqure this:

  • Pyramids - will greatly increase improvement rate.
  • Chichen Itza - +50% golden age length. Golden Ages are great.
  • Machu Picchu - greatly increases gold per turn.
  • Great Mosque of Djenne - for late game faith based building micro work.
  • Leaning Tower of Pisa - +25% Great People generation.
  • Porcelain Tower - +50% from science agreements.
  • Statue of Zeus - will make it easier to conqure cities when they hit 35 defence.
  • Great Lighthouse - 1 sight and 1 movement for ships

  • Temple of Artemis - Notable amount of free food.
  • Colossus - extra trade route
  • Petra - extra trade route

Hex Improvements[edit]

  • Food is king. You want as many citizens as possible. Each citizen will give 1 more gold and science per turn. Having the Freedom idiology will make them even more powerful when they work as specialists. A city with a Factory, Workhop and Windmill will generate 8 hammers per turn, 12 with the Statue of Liberty, and increase it even further with bonuses. And then add another 2 science per specialist with the right Social Policy.
  • Trading posts are complicated. They will lower the amount of food you can have, but on the other side, if each hex is providing already 2 food, then you have enough food to sustain all citizens that will be required to completly work all tiles. Specialists will require only 1 food, and there will be plenty of buildings and Maritime City States that will provide enough food for them. So there comes a point where there is no need for more growth. The Trading Post shines there, adding up to 4 gold and 1 science per turn in optimal conditions.
  • Mines are vital early on in order to get a production worth it's name. Maritime City States are vital during the ealy game in order to get enough food to work a lot of mines. As soon as you get to the Freedom Ideology, each Specialist in a Workshop, Factory or Windmill will be as effective as a worker on a Mine or Saw Mill. Instead of 4 hammers from a Mine or 1 hammer and 3 production from a Saw Mill, the Specialist will provide 1 food, 2 hammers and 2 science. And, spend no hex or Worker time doing so. At that point, all mines will be abandoned. So plan for that, and if you see a lot of hills, don't place mines on all 6 of them. Put 3 mines, 2 farms and 1 Trading Post.



  • 2nd spy
  • Cathedral cost inreased to 960 with the 20% discont. 1200 without.
  • Great Prophets can be purchased in the same way Missionaries spawn and no longer spawn automatically.
  • Allied Cultur City States provide 26 Culture. (16 faith)
  • Cargo Ships provide 10 resources.


  • Cathedral cost inreased to 1440 with the 20% discont. 1800 without.
  • 3rd spy
  • Cargo Ships provide 11 resources.

Great Prophets[edit]

Don't build a single great prophet until the modern era. They do not get more expensive, while religious buildings are. Also, you won't finish the Faith tree until around that time.

Great Prophet spawn rate
Number cost on Normal cost on Marathon Marathon with Messiah (-25%) Total Faith saved by Messiah Compared to Holy Order (-30% Missionary)
1 200 600 n/a 0 n/a
2 300 900 n/a 0 n/a
3 500 1500 1125 375 2
4 800 2400 1800 975 5.4
5 1200 3600 2700 1875 10.4
6 1700 5100 3825 3150 17.5
7 2300 6900 5175 4875 27

Messiah vs Holy Order[edit]

The rightmost column assumes that Holy Order would reduce the cost of a Missionary from 480 to 300, providing a 180 faith discount per missionary, and then calculates how many missionary that would be required in order to surpass the value of Messiah (-25 Great Prophet cost).

As can be seen, the discount on the first Great Prophet after enhancing your religion would be surpassed as soon as you build your 3rd discounted Missionary and/or Inquisitor. The 2nd Great Prophet would cost 1800 Faith, recovered after 300 turns, less if you include the benefits from maxing the tree. The fourth Great Prophet would cost 3825, and it's hard to argue for that cost to be recovered even with a full tree that provides 6 Faith, 3 Gold and 3 Culture. The 5th cost 5175, so I'll argue that one to be out of the question.

So the question is, after enhancing your religion, are you going to build 4 Great Prophets and fill the Piety tree to benefit from those 4, or are you going to build 17.5 Missionaries and not spend culture on the Piety tree?

Also, I didn't take into account there that Holy Prophets become unavailable after the Industrial era, while Missionaries have increased in cost from 600 to 1200, and thus, the discount on them is much more valuable.

EDIT: Holy Order + Mandate From Heaven doesn't reduce the cost of Missionaries from 600 to 300, but to 330. So Holy Order brings it from 480 to 330, a reduction of 150 Faith.


  • "If you aren't putting them on a food-giving tile, you are sacrificing food elsewhere to support the citizen working the GP improvement tile. So, for example, if you have a post-Civil Service riverside farm (4 food) and plop your GP on a plain desert tile, the excess food from the farm tiles is being used to support the citizen working the GP tile improvement. All things being equal, I would prefer to put the GP tile improvement on a tile that is food-self-sustaining, so I still get the excess food from the 4-food farm.

    Best are tiles that don't involve sacrificing any food (grassland cows are best -- you lose the hammer from a pasture, but as long as you've already built a stable you get 3 food, 1 hammer and the GP tile yield). Next best, in my book, are food tiles whose farms do not enjoy an extra apple until Fertilizer, so the only loss is 1 food from a farm (and who really wants to work a 3-food grasslands farm?). Non-riverside grasslands are fine -- 2 food plus the GP tile yield. If I'm only left with 1 food tiles (non-riverside plains tiles, plains horses, sheep on a hill), then I'll usually drop on the horses first (lose 1 hammer from pasture) and then non-riverside plains tiles (forsaking 1 farm food until Fertilizer) or the sheep (lose 1 food from pasture).

    Least attractive are worthless tiles, like tundra or, even worse, flat desert."
  • "All Great People tiles improve strategic resources so you don't lose by putting them there. Just saying."
  • (source)


Next campaing, i have to remember to populate build the National Epic Earlier, and to have walls ready in all cities in order to be able to build Mughal Forts as soon as they become available. The extra culture is in fact more important than whatever else I might be doing.

Social Policies[edit]

Having tried to max Honor in previous campaign, I came to the following conclusions:

  • Professional Army (-33% Upgrade cost. And some other useless ability.). The Lowered cost felt really great, but in reality, it only allowing every third upgrade to be for free. It defeinitly has it it's place considering my play style puts a lot of emphasis on upgrading over building new units, but it's not necessary before it's time to upgrade into Crossbowmen. Bowmen are cheap enough and aren't required in large numbers, and Spearman can fill in the role of Swordsmen for a while. When the army grows larger, then the warriors make a comeback, being upgraded into Swordsmen -> Longswordsmen at the same time, while Bowmen -> Composite Bowmen. At that point does this policy feel justified.
    • This was my last policy in the Honor tree, so it also activated the finisher. Having calculated it in detail on the page for the previous campaign, I came to the conclusion that while I did indeed gather about 1000 gold from the short time I had this policy, I lost more than 1400 Faith from being late with Piety. And that was totally not worth it.
  • Military Tradition (+50 XP) was indeed very powerful in order to steamroll your neighbours early.
    • However, I noticed that it's overkill. It's safer and more profitable to have them live for a while in order to not immediately anger the rest of the civs on the continent, and then return to finish the work.
  • Warrior Code (+15% when training melee, +50% generation of Great Generals, One for free.) The first early Great General was nice, the rest ended up only costing me gold per turn.
    • Mostly useless. It's saving grace as the weakest tech was that it activated the Honor finisher. However, having decided that the finisher is not worth it, Warrior Code becomes not valuable, but actually a liability in so far that it's a waste of Culture, and much worse, it makes all future Cultures more expensive.
  • Military Caste (Each City with a garrison increases empire Happiness by 1 and Culture by 2) was totally awesome.
    • It felt like two great policies in one package, having mobile happiness AND culture, while as a side effect having military presence in every single city. Totally worth the upkeep gold. The early produced Archers and Warriors was later gradually replaced by Scouts while the Warriors and Archers, now mostly obsolete, was easily affordably upgraded with Professional Army into its contemporary equivalent and seamlessly rolled into the active army.
  • Citizenship (+25% faster Worker speed, 1 free worker). I didn't have this, and really missed it.
    • Having captured less workers than previous campaigns, I learnt the hard way that:
      • If you have too few workers, you still don't want to build new Workers as they are (1) expensive and (2) you always hope you will capture a new one soon
      • Having few workers makes Citizenship a lot more valuable
      • Having a lot of workers still makes Citizenship good, since you are still not going want to build new Workers no matter how many or few you got.

Having decided that only Military Caste is worth having early on, it enables policies from other trees to be utilised.

First plan[edit]

Having felt the lack of early settlers, and the adequateness of Military Caste in maintaining happiness, and the importance of starting Piety not as late as I did, i formulated a plan.

In previous campaign, I finished Honor and then took three Piety policies, just to discover that the Piety policies where coming too late, and that the last Honor policy had a benefit, but not as good as the loss from the postponed Piety policies. So the first plan was to take two Piety policies instead of the last Honor policy, then finish Honor, and then take third Piety policy.

But then, it struck me that the two leftmost Honor policies had lost a lot of their worth now that Honor was going to get finished a lot later, and also that I had decided to be less aggressive in my early warfare. So this motivated me to exchange the two leftmost Honor policies with 2 Liberty policies, after having discovered how much I had lost due to not having enough Workers.

So the plan was:

  1. Tradition (+3 Culture, -25% border expansion cost): same as previous campaign
  2. Honor (barb bonus): same as previous campaign
  3. Discipline (+15% melee strength): instead of the Great General policy from Honor
  4. Military Caste (+1 happiness and +2 culture per city that has a soldier): instead of the XP policy from Honor. Getting more happiness and Culture a lot earlier.
  5. Liberty (+1 Culture per city): - instead of a third Honor policy
  6. Citizenship (more and better workers): - instead of the 4th Honor policy
  7. Piety (faster Shrine and Temple build time) - instead of the 5th Honor policy
  8. Organized Religion (+1 Faith from Shrines and Temples)
  9. Mandate of Heaven (-20% faith cost)

Second plan[edit]

But on further contemplation, I decided that having a really fast access to Military Caste (+1 happiness and +2 culture per city that has a soldier) was a bit overkill, considering I wouldn't have that many cities early on, and having efficient Workers during the early game might be more a greater impact in the long run, as having access to optimal amount of hammers and food early on would bring a more exponential growth, while any culture missed early on would easily be recovered by an earlier and more robust wide expansion enabled by fully improved hexes in previous cities, as well as workers having enough time to go and start cutting forest well ahead of the Settler arriving to build a the new city.

Also, the Liberty opener will provide for half the Culture that Military Caste would have provided. Having done so, the next priority would be to start Shrine and Temple production as soon as possible. Considering I'm rushing Oracle, Temples would be available early on, and it's fitting to make use of that availability. The Piety Opener would make them cost half price, Shrines costing half as much as Monuments, enabling a really early Faith accumulation. The second Piety policy would then double the Shrine output of Faith. From earlier calculations I know that buying Faith from City-States early in the game costs 2.8 gold per Faith, so the output of the Shrine would be about 5.6 gold for a 60 hammer building, with 1 gold upkeep. That is a lot of output for very little investment. With the first cities outputting faith early on, the religion will be founded in a short time, and the 2nd Prophet bringing the second follower belief would come much earlier as well compared to previous campaign. The first follower belief would have the Temples provide 2 happiness in cities with 5 religious citizen, while the 2nd prophet will select having Shrines and Temples output 1 food each. The Holy city will benefit from the food and happiness bonus immediately, and that is a really good boost early on. Having each city outputting 5 Faith each early on is huge. The early establishment of the Holy city would also result in the cities nearby to convert a lot earlier, triggering the food and happiness bonus a lot earlier as well.

The first period of early Faith generations would be spend on the 1st and 2nd prophet, so there is no benefit from selecting Mandate of Heaven (-20% faith cost) while at that phase.

At this point, it's merited to go for Military Caste (+1 happiness and +2 culture per city that has a soldier). Having constructed Shrines, Temples and Monuments in all cities, there is time to spend production on soldiers for all cities.

It's advisable to spend as much Faith as possible on buildings before reaching the Renaissance era, as that will jack up the price of faith buildings from 600 to 900 each (300 difference). On the other hand, avoid purchasing with faith before lowering the cost of the buildings from 600 to 480 with Mandate of Heaven (120 difference). However, there is good cause to wait for Mandate from Heaven until Military Caste has been acquired due to significant it's culture boost practically doubling culture output during the early game.

If Faith is starting to build up, a call will need to be made between purchasing buildings without the -20 discount of Mandate of Heaven and getting the third Prophet for a bit less than 1200 gold. I think getting the third prophet immediately can be a merited choice, as it will have a good 150 turns of 6 faith per turn before we reach the Renaissance era (turn 250ish or earlier to around 400). During those 150 turns, he will have paid back 900 of the faith it costed to produce it. On the other hand, two early purchased mosques at full price (600*2=1200) will be producing the same 6 faith per turn, in addition to 4 culture and 2 happiness. And the 3rd great prophet will seem as a more tempting choice when the buildings get a cost hike during the Renaissance era. There is a good argument to be made for not spawning the Great Prophets until the Faith output is so high that it's hard to spend it all on buildings in new cities.

At this point, most cities should have a lot of happiness and culture through Faith and Military caste. This, in combination with avoidance of creating puppet states should help to maintain happiness at a stable rate while expanding hastily. Due to this, there is no need for Meritocracy until (+1 global happiness per connected city) this point, making it perfectly viable to ignore roads in order to connect cities until they reach at least 5 citizen, at witch point connecting them with 3 roads would net (5.5-3) = 2.5 gold per turn, a reasonable output for the (9*3)= 27 worker turns it would take to create the roads. Having started the roads calls for acquiring Meritocracy.

  1. Tradition (+3 Culture, -25% border expansion cost)
  2. Honor (barb bonus)
  3. Liberty (+1 Culture per city)
  4. Citizenship (more and better workers)
  5. Piety (faster Shrine and Temple build time)
  6. Organized Religion (+1 Faith from Shrines and Temples)
  7. Discipline (+15% melee strength)
  8. Military Caste (+1 happiness and +2 culture per city that has a soldier)
  9. Mandate of Heaven (-20% faith cost)
  10. Meritocracy (+1 global happiness per connected city)

Third plan[edit]

So, considering early Faith so good, why not hasten it even further, pushing it yet another turn in the policy list?

Following the thought of the benefits of free and efficient early Workers and cheap and early Shrines, why not also keep adding free Monuments? Maybe they will pay themselves back, maybe not, it's worth an experiment. 4 Free Monuments is worth (120*4) = 480 production, the same well... eh, half a Settler that Collective Rule adds... okay not so great. On paper. But maybe having two more workers (250*2=500 hammers) would make it worth it? Worth a try?

No, the real benefit is from not having to choose between the build order of Monuments, Shrines and Temples. Should the Monuments be built first with 120 Hammers before the Shrines at 60 hammers? That doesn't seem to make any sense considering the huge benefits that early faith brings. So building the Monument after the Shrine and before the Temple (300/2=150 hammers)? Well, that does make more sense, the choice is then 120 hammers 1 gold per turn for 2 culture, or 150 hammers two gold per turn for 2 faith (later 3). Again, considering the early rush to get a good religion, and the huge benefits of early faith based buildings (Pagoda), it's really hard to justify it. A single pagoda at even 600 faith can bring more benefits early on than a Social policy would, if you consider that the Pagoda demands no further resources to be active, and will not increase the cost of future social policies.

So we arrive at a situation where it's more justified to have no Monuments in any of the early buildings for a long time. And with that in mind, Legalism with it's free monuments becomes a lot more attractive. Yes, it will increase the cost of all future social policies, but it will in turn be providing 2 culture per turn from the very first turn the new cities are built, instead of waiting for the Shrine, Temple and then the Monument to be finished, a building schedule that with a production of about 3 to 5 hammers per new city might as well take a good ((60+150+120)=310/4)= 77 turns per newly built city. That's (77*2*4) = 616 culture I wouldn't have otherwise. Except for the 616 cultures, there is also (120*4) = 480 production and 4 gold per turn for the free upkeep, justifying spending culture on the policy and making all future policies more expensive. Those early Cultures will also expand the borders of the new city from day one, allowing the Workers to have a lot of space to work with. Yet another point is that the Tradition tree is an exceptionally good tree to finish, providing a Free Aqueduct for the first 4 cities, as well as increasing growth rate for ALL cities with 15%, a very valuable sum for a wide empire. And on top, I get to buy Great Engineers starting the Industrial Era, greatly increasing the sea vessel production of selected coastal cities. The problem with maxing the Tradition tree is that... a lot of its policies are utter garbage unless they are taken early on. There is simply no justification for taking Tradition (3 culture per turn when you are already outputting 60 per turn), Legalism (free Amphitheatre, worst building ever.) and then Landed Elite (+2 food in your capital when it's already having +30 food during golden ages) during the mid game. And on that note, it's a bit more justified to take Tradition and Legalism early on, and then pretend that the finisher bonuses are built into Landed elite. The other three policies are actually worth considering individually.

Having decided to go for Legalism, it make sense to push Honor after Legalism. However, Honor still needs to come before Piety in order to not risk having the Archers not being notified of where the new camps spawn, losing gold and having the Workers production being destroyed by unexpected barbarians while the archers are far away from base. Truth is, it will take a loooong time before the Capital gets around to actually build a Monument. It goes something like this:

  • Scout
  • Archer
  • Archer
  • Archer
  • Stonehenge, starts turn 70, done turn 106.
  • Archer
  • Settler done around turn 135
  • Settler done around turn 160
  • Granary
  • Warrior
  • Oracle starts 180, done turn 221
  • Settler done turn 240?
  • Shrine done turn 245?
  • Temple done turn 255?
  • Monument done turn 265?

Legalism would be available turn 46, so a full 220 turns of active monument that cost no upkeep. That increases the projected culture benefit of early legalism from 616 to 902.

Oh yeah, I forgot how highly I value early granary, even higher than early monument. Yeah, lets forget about that for the moment.

Piety comes next. It should be ready by the time the Oracle is finished and the first Settler is built. The Shrines and Temples will start to be built now, it will take a while until the Temples are done. And while only the Shrines are online, the 2nd Piety policy would only increase Faith generation with 1 per city.

Having a free Monument and early faith, let's keep the momentum going and get the boosted workers in order to improve all the hexes that the Monuments opened up. We get another +1 Culture per turn from opening Liberty, for a total capital culture production of (1+3+2+1) = 7, 10 with Oracle. And the other 3 have 3 per turn, for a total of 19 Culture per turn. That's actually quite good for having invested nothing in cultural buildings (Oracles free Social Policy is the real justification).

By now, the Shrines and Cultures should be online in all cities, so it's time to increase the Faith production from 3 to 5 per city.

Next is Military Caste, boosting culture with another 2 points, and bringing some happiness to a growing empire.

And lastly, time to bring down the cost of the Faith based buildings, as by now enough Faith should have been generated to justify not waiting any longer.

This accusation order is 1 policy longer than the previous plan, but it remains to see if all the early culture will make the policies arrive in time anyway or not.

EDIT: After selecting Legalism as the 2nd policy on turn 46, I was notified that the next policy will come in 30 turns, on turn 76. I got the third policy on turn 73 with Honor as second policy on previous campaigns. This proves that Honor is in fact a powerhouse when it comes to early culture generation. And it brings the ability to chase down camps, kill them faster, get attacked less and get more money from not missing any camps during those 30 turns. And still be ahead 3 turns culturally. This cements my conclusion that honor is a Great 2nd policy, while Tradition is the best 1st policy since Honor is effective after the first few archers have been produced, due to their ability to engage with barbarians without suffering downtime healing damage.

Okay, time to reprioritise Honor as the 2nd policy and see how Legalism does as the 3rd Policy.


Social Policies build plan
Current campaign Previous campaign
Number Policy Effect Turn Comment Policy Turn Comment
1 Tradition +3 Culture, -25% border expansion cost 23 Tradition 23
2 Honor barb bonus 46 Honor 46
3 Legalism 4 free Monuments 73 Warrior Code 73
4 Piety faster Shrine and Temple build time ?? Military Tradition 102
5 Liberty +1 Culture per city ?? Discipline 175
6 Citizenship more and better workers ?? Military Caste 221 Free policy from Oracle.
7 Organized Religion +1 Faith from Shrines and Temples ?? Professional Army 244
8 Discipline +15% melee strength ?? Piety 292
9 Military Caste +1 happiness and +2 culture per city that has a soldier ?? Organized Religion 321
10 Meritocracy +1 global happiness per connected city ?? - -
11 Mandate of Heaven -20% faith cost ?? - -

Fourth plan[edit]

Just upgraded civ5, and discovered a patch that put Oligarchy as a prerequisite for Legalism. This ruins the plan to go Legalism early.

Also, Mandate of Heaven is no longer required to get Reformation.

3rd policy[edit]

This would put Piety as the next Policy to gain, and frankly, it's way too early for that at turn 47.

Or is it?

A Shrine will only cost 60 hammers, even less than the 75 hammers for a Scout. For it, you get 1 faith for 1 gold per turn, increased to 2 after Organized Religion. This would come at the cost of the alternative, taking Liberty and Citizenship first. While the cost is missing out on 1 culture per turn per city for a while, that while will consist of a period of time when you only have the capital, and that while is only until about turn 102, so a total loss of about 30 culture. But during that time, I get to build the Shrine before starting Stonehenge, so it would let me get Faith during the period Stonehenge is built, about 50 turns. 50 faith is definitely worth more than 30 culture... but it does also come at the cost of having another Scout... or another Archer.

Truth is, I think another Archer will benefit me more than 50 Faith, as it will be able to gather experience during the early turns, as well as possibly contribute to capturing another Worker. So prioritizing building another Archer, I'll skip spending resources on an early Shrine and instead go for Liberty for the early Culture, and then take Piety, receiving Piety a handful of turns before Stonehenge gets built.

4th policy[edit]

Having thought about it for a while, Republic is actually really good. The +1 Production it offers is comparable to the any early game citizen that consumes two food in order to produce three resources. Further ahead, when workers produce 4 resources, the +5% production bonus of Republic will equate that in any city with 20 production. Citizens also produce 1 gold and 1 science, but they also consume one happiness, and most importantly, cost to produce and make all future citizens more expensive. Republic is well worth making all future Social Policies more expensive. During the first 100 years, it gives enough hammers to almost complete a Monument for free, and then keeps doing that for ever in every single city.

Having reached turn 94 and being 12 turns away from finishing Stonehenge, I see a very strong need for more Archers. I got one pinning down a Scout milking it for XP, another one hunting barbs and the third one milking a camp withing 3 hexes of a City State for influence. I really want two more Archers. The upgraded warrior is milking Madrid for XP behind a forest.

So no, I won't be going for a Shrine. It's gonna be Archer, Archer and then Settler, Settler and then maybe a Shrine. So I'm going with Republic before Piety.

Or wait. It's actually better to get another Worker and get a third Worker. I got two Silver Hills that need to be worked on, 1 Cotton and two stones. That's 5 hexes. And then I need to cut down four trees for the Oracle, while also setting up three new cities. Yeah, another Worker and having them work faster will net me more hammers in the long run.

Oh, it actually makes it faster to reach Meritocracy (+1 happiness per connection).

5th policy[edit]

Yeah, it's piety now.


Social Policies build plan
Current campaign Previous campaign
Number Policy Effect Turn Comment Policy Turn Comment
1 Tradition +3 Culture, -25% border expansion cost 23 Tradition 23
2 Honor barb bonus 46 Honor 46
3 Liberty +1 Culture per city 73 Warrior Code 73
4 Citizenship more and better workers 94 Military Tradition 102
5 Piety faster Shrine and Temple build time 141 Discipline 175
6 Republic +1 Hammer and +5% when constructing buildings. ?? Military Caste 221 Free policy from Oracle.
7 Organized Religion +1 Faith from Shrines and Temples ?? Professional Army 244
8 Discipline +15% melee strength ?? Piety 292
9 Military Caste +1 happiness and +2 culture per city that has a soldier ?? Organized Religion 321
10 Meritocracy +1 global happiness per connected city ?? - -
11 Mandate of Heaven -20% faith cost ?? - -

6th policy[edit]

Seeing that I just got a policy at trn 200, and that I will soon gain another one as soon as the Oracle finishes in 16 turns, it makes it viable to go for Military Caste. I really need the culture boost, as I have prioritized Shines and Temples over Monuments, while living off a allied Cultural city State and previous policies.

But I don't think that level of culture will work in the long run, specially as I'm going to defund the cultural City State in the near future. Also, I see a looming shortage of happiness if I keep expanding as I plan to, so I do really need the happiness and culture way more than the extra faith and production

First temple will be built on turn 210, and it will take about 50 turns to get the next policy. There are no buildings available to build with Faith, so I will value increasing Culture production in order to get the next policy faster.

Social Policies build plan
Current campaign Previous campaign
Number Policy Effect Turn Comment Policy Turn Comment
1 Tradition +3 Culture, -25% border expansion cost 23 Tradition 23
2 Honor barb bonus 46 Honor 46
3 Liberty +1 Culture per city 73 Warrior Code 73
4 Citizenship more and better workers 94 Military Tradition 102
5 Piety faster Shrine and Temple build time 141 Discipline 175
6 Discipline +15% melee strength 202 Military Caste 221 Free policy from Oracle.
7 Military Caste +1 happiness and +2 culture per city that has a soldier 205 Professional Army 244
8 Organized Religion +1 Faith from Shrines and Temples ?? Piety 292
9 Meritocracy +1 global happiness per connected city 309 Organized Religion 321
10 Republic +1 Hammer and +5% when constructing buildings. ?? - -
11 Mandate of Heaven -20% faith cost ?? - -

Research Agreements[edit]

Happiness analysis
Beakers Generated During Agreement Beakers Awarded
CivA 3000​ 50% * min(3000, 9000)/3 = 500
CivB 9000​ 50% * min(3000, 9000)/3 = 500
  • "I suppose to mirror what's been said earlier, teaming up with the wrong partner can be costly. Regardless and on the plus side, you're still turning gold into beakers."
  • "So, essentially, you get 5 turns of your average research in last 30 turn, if you are weaker partner, or 5 turns of your partner's average research in last 30 turn, if he is weaker partner?"


Ancient Era[edit]

  • Archery Found on turn 2
  • Mining completed on 83 (didn't start this earlier on the start I continued on)
  • Pottery completed on 33
  • Calendar completed on 65
  • Writing 109

Classical Era[edit]

  • Philosophy 179
  • Animal Husbandry Found 43
  • Bronze Working 192
  • Masonry 204
  • The Wheel 213
  • Trapping 233
  • Sailing 224 (took it first to gain the trade route)
  • Construction 247 reached one turn from completion. Postponed. Finished 262.
  • Mathematics 263
  • Engineering 283
  • Optics postponed.
  • Iron working 299

Medieval Era[edit]

  • Metal Casting 321
  • Horseback Riding 229
  • Currency 341
  • Drama and Comedy 352
  • Civil Service 360, stolen
  • Theology 368
  • Education 390
  • Optics 393

Renaissance era[edit]

  • Acoustics. 419
  • Compass. Took this late, as my coastal cities were very weak. 461.
  • Astronomy.
  • Steel 406 stolen
  • Guilds. 425
  • Machinery postponed in order to get Chivalry, so I could steal banking. Got it 447.
  • Chivalry. 440, slightly postponed.
  • Physics. 456
  • Gun Powder. 473
  • Chemistry. 489
  • Printing Press. 482, stolen
  • Banking 440, stolen
  • Economics. 502

Industrial era[edit]

  • Industrialisation. 520
  • Architecture . 530, Research Agreement completed,
  • Scientific Theory. 541
  • Metallurgy. 550
  • Fertiliser. 564
  • Military Science. 575
  • Rifling. 585
  • Steam Power. 588
  • Dynamite. 588
  • Railroad. 588
  • Electricity. 589

Modern era[edit]

  • Replaceable Parts. 602
  • Radio. 618
  • Archaeology 623.
  • Biology 623.


Turn 212[edit]

I recently killed off enough French soldiers in order to have them offer 193 gold, 28 gold per turn and 1 copper for 90 turns. That boosted my gold per turn income from about 30 to about 60, enabling me to comfortably ally with another maritime City-State, for a total of two. This greatly increases the tall growth rate of my cities. I didn't get any worker from the French, but I'm happy to have them keep it, in hopes of them building Chateau all over the place for me when i finally take their land.

I did get a lot of workers from Spain, and I have now a total of 8 of them without having built a single one myself.

The main army is now moving towards the south western part of the continent, were Rome and Ethiopia is, aiming at economically subjugating them as well.

I got a capital with two wonders, and two turns away from finishing the Temple. It has no other buildings except for the Shrine.

The other 4 cities are on their way to building Shrines and Temples, except for the oldest of them who just finished it's temple.

I need to now decide what to build in that city and the capital.

  • Having acquired Military Caste, I could benefit from buildings Scouts in every city.
  • On the other hand, the capital could build scouts for everybody at a pace of 1 scout every 5 turns. Having to build scouts in the smaller cities would either take about 10 turns while stiffing growth, or take 30 turns while they grow. Both are bad options.
  • But if I spend 30 turns in the capital buildings Scouts, the capital will lag behind in constructing infrastructure for itself. I has no Monument (7 turns), Granary (10 turns), Library (13 turns) not Stone Works (13 turns.)
  • Also, nobody is building a Caravan, and only the capital is building it with a speed worthy of it's priority.
  • Not prioritizing culture would result in a late Organized Religion (+1 Faith from Shrines and Temples), lowering the output of the investment.
  • In order to maximize culture, each city should build a Monument for themselves while the capital builds Scouts for them.
  • Going for culture will postpone both the tall and wide expansion of the empire. I have to build either Caravans and Settlers or Monuments and Scouts first.
  • Considering I have now 14 happiness, a situation that will only last until the 90 turns from Spain and France holds, I should prioritize using them.
  • If i start to lag behind in acquiring Social Policies, I can easily get that lost momentum back with a taller and wider empire in the long run, as the pumping culture into Social Policies has diminishing returns due to them becoming more expensive each time a new one is acquired.
  • Lagging behind in widening the empire, as long as happiness is steadily increased, can not be reacquired easily, as each new city requires considerable amount of time in order to grow and eventually become self-sustaining from a happiness perspective. Postponing this process will permanently lower the future size of the empire.

Base on the above, building Caravans with the capital will be a priority, and buildings Scouts and the Granaries with the 4 other cities will be prioritized over them buildings Monuments after having finished their Temples. This will still give me a reasonable amount of culture while still maintaining happiness and growth. Monuments will be constructed after that.

The highest production cities will instantly go for building Settlers in order to keep the growth of the empire constant. The Capital will not do this in order to keep it's growth unhampered.

Turn 223[edit]

It's better if I go for Archers instead of Scouts. Construction will make them more expensive, so better to build them now, as I'm sure I am going to need more archers than i got now. Actually, I will need to keep an eye on the production of temples. They do have higher priority that Archers, but not so high as to allow the price of Archers increase from 120 to 225 hammers. A very close eye.

Turn 242[edit]

The first archers got online about now. And it will take about 10 turns before all cities get one. This is a good 40 turns after I got Military Caste, since I was busy constructing Shrines and Temples. The Shrines and Temples are working at half speed. I would have had better use building a Scout in every city before starting the Shrines. I think. Or maybe not. I didn't need the happiness, losing 40*5=200 culture is insignificant in the long run and I would have lost gold. As well as having spent hammers on Scouts that are now better served building Archers... so maybe i did do the better build.

I'm going to need another 8 turns to build the Archers, so I'll research a bit on something else before finishing Construction. This will postpone building Lumber Mills, and that will marginally hurt my production.

Oh, damn. I see that I missed on my previous tech tree that Metal Casting (Workshop) requires Engineering. I need to re-evalate the whole Civil Service vs Metal Casting as first Medieval Era tech.

Civil Service requires:

  • Horseback Riding - Caravansary and Circus Maximus are out of the question, Stable and Horseman are low priority at the early stage.
  • Mathematics - Catapults are low priority when I haven't even finished Monuments.
  • Currency - Makret is low priority, after Monument, Granary and Colosseum (that I don't have access to.)
  • Civil Service - +1 Food is awesome. Pikeman is nice.

Metal Casting requires:

  • Construction - Lumber Mills is a great industrial boost, Colosseum is required in basically any city that has no Circus, Pagoda or has 6 or more population. Composite Bowman is mandatory to keep the military going. Construction is so important that I have to take it even if I want to go for Civil Service, before any of the Civil Service techs.
  • Mathematics - Catapults are low priority.
  • Engineering - a 3rd trade route is really good. Bridges are low priority. Aqueduct can be considered extra food.
  • Iron Working - Swordsman is nice.
  • Metal Casting.

Considering Aquaducs as extra food, and the extra trade route, Metal Casting wins.

Turn 551[edit]

The two biggests civs took order, so I took Freedom to get two free tenents. I plan to neglect Tourism in order to change to Order later on... or maybe even keep freedom. The Statue of Liberty is the best of the three wonders, by far.

I got To the Glory of God, so I can purchase any Great Person with my 317 Faith per turn. Ill get the tenet that increases Golden Age length by +50% and then pop two Artists, and the take as many Great Writers as possible in order to get more Social Policies.

Turn 585[edit]

The Holy Tree is incredibly good, well worth being the first tree to finish. Taking the good parts from other trees has been the best tactic this far:

  • Tradition - lowers border expansion cost
    • Aristocracy - 1 or even 2 Happiness to all mid cize cities.
    • Oligarchy - basically 3-4 gold coins per city not used in upkeep in order to get 2 culture and 1 happiness during the mid game.
  • Citizenship - keeping up with hex improvements is vital
    • Meritocracy - large amount of global happpiness
    • Representation - Free Golden + cheaper future policies, pays for itself and more
  • Honor - great early game policy
    • Discipline
    • Military Caste - +2 culture and happiness for each scout. Costs about 3 policies (Oligarchy + Discipline + Military Caste) but well worth it.
  • Rationalism - +10% science is actually quite nice.
    • Secularism - +2 Science per Specialist is huge considering going wide and tight.
  • Piety - Shrines and Temples early on is great, getting the Faith output much earlies + geting the next building for free.
    • Organized Religion - 2 free Faith per city could very well be the best Policy in the entire game.
    • Mandate of Heaven - 20% dicount is equivalent to +25 more faith output from ALL sources. Easily on of the best policies in the game.
    • Religious Tolerance - takes a lot of micromanagement to get mileage out of it. Not really good until late game.
    • Reformation - To the Glory of God is incredible.
    • Theocracy - this increased my gold per turn from 450 to 550 during a golden age. 100 more gold per turn is easily one of the best policies in the game.
      • Finisher bonus. I had 6 sites shortly after Igot this. That's 18 culture per turn. Not great, but not bad.

To the Glory of God is incredible. With it, I got to buy 2 writers, each giving 16k culture, when a new culture costed about the same amount. They costed 3k+4.5k Faith while I received 350 per turn. So 20 turns faith spent to gain two Policies. Not only that, I get two Great Engineers and two Great Scientists for the same price. As well as two Artists, for a total of 18*1.5*2=48 turns of Golden Age. Simply amazing to be able to get so much value from a single Policy. Of course, a lot of Faith is spend gaining this, but it comes at a time when you are starting to get a lot of output from your early game investment in buildings.

About Freedom vs Order. The computers seems to go for Order considering the huge map allowing them to go Wide. This gives 2 free tenents when selecting Freedom. And having both Avant Garde (+25% Great People) and Civil Society (Specialists eat only 1 food) is incredibly powerfull considering it requires not a single Culture Point spent. And then when you do spend, you get Universal Suffrage (-0.25 unhappiness per specialist, +50% golden age length) is huge. I got about 20 happiness from it and great value from my two Great Artists.

Unfortunatly, the rest of the tenents in Freedom are not worth it.

Going Order is much better on paper, providing a lot of more tenents worth spending culture on them. But considering they actually require culture points to get, and that those three Freedom Tenents scale incredibly high, Freedom wins.

Turn 587[edit]

I see now that I have been playing sub optimally.

I got now one engineer waiting to hurry National Epic. It should have been cleared earlier, before it´s cost spiked above one engineers ability.

I also have two Great Scientists waiting to get into range of finishing Railroad. They are waiting despite costing 3 gold per turn each since they get more powerful as times goes by.

I now see that I should have only created one single Great Engineer in order to rush Sistine Chapel. I´m not going to get near any other wonder until Neuschwanstein. I will also get The Statue of Liberty, Big Ben and Louvre, but only because they require Social Policies that the AI won´t take.

Receiving Freedom was a huge spike in happiness and productivty. I should have used the first Great Scientist to get it fast. After that, I should have aimed to quickly get a second Great Scientist. In order to get it, I should have prioritized getting University in both the capital and a second City as soon as possible, and build gardens in both cities.

With 1 extra Great Scientist, and 3 new ones bought with Faith for 3000+4500+7000= 14000 (40 turns at 350 per turn), I would have 4 of them able to pop at the same time. I need too coordinate them to pop all 4 at the same time in order to get both prerequisited techs to be able to research Railroad. I get railroad itself with a free tech from Oxford University. I build it with a Great Engineer bought with 3000 Faith. A second one will be used to complete Neuschwanstein, so a total 21000 faith.

Add 7500 more faith for purchasing two great Writers, so almost 30 0000

So the aim of the Faith game is to reach 300 faith per turn 100 turns before reaching this deadline. So about turn 400 I should reach 300 faith per turn, and then start saving in order to reach 30k faith for turn 500.

In order to get Oxford University, I need to pause aquiring new cities in time to be able to get build a new Library and University in each city by turn 500. If a city has horrible production, aid it with sea trade routes. If that isn´t enough, you shouldn't have built it to start with, but now that you have, save gold to rush buy it.

Having aquired Freedom, you have get 2 food and 0.5 happiness for each University that is fully populated.

Turn 500, you pop the 4 Great Scientist and use a Great Engineer to finish Oxford University. Bam, Railroad. Next turn, 2nd Great Engineer, bam, Neuschwanstein.

Having Sistine Chapel, you get 5 culture per turn per city that has both a Monument and a Scout (Military Caste). Indian castles provide 2 culture per turn, or 4 per turn with Neuschwanstein. That's 10 culture per turn per city. Wait, that's not all. You also get 3 gold per city, and also 1 happiness.

So in one single turn, if you have 30 cities, you should get 90 gold per turn, increase the culture per city from 7 to 10, so 90 more culture per turn, and then add 30 happiness on top.

You are now ready to spam 10 new cities on the following turn.

Of course, this means you need to prepare castles in all cities as well as libraries and universities. And preferably also Markets.

NOTE: You can only build it in a city close a mountain, an in order for a Great Engineer to finish it in one turn, that city needs to have 26 Citizen. 90 hammers less per citizen missing. So plan on this city from the start of the game.

NOTE 2: You enter the modern era, with its benefits and downsides.

Turn 602[edit]

After tech rushing to Railroad and Replaceable Parts, you have so many wonders you can complete that you aren't going to want any more Great Scientists. You want:

  • Broadway
  • Louvre
  • Eiffel Tower
  • Cristo Redentor

and more.

Buying two Great Engineers pushes the cost to 7500 Faith, and considering you get a new tech every 10-15 turns, you will hardly have any faith for anything else if you don't obtain the engineers the regular way.


I should have saved a great musician in order to get the Broadway bonus. If you save one, you get one from the wonder, and you can get the last one from faith.

Also, I should have spread out my World Wonders in order to get a bigger bonus from Flourishing of the Arts (+33% culture from cities with World Wonders.)


A city wall costs 225 hammers or 930 gold at full price. The Mughal Fort costs 450 hammers or 1560 gold. Thats a total of 675 hammers or 2490 gold.

This are the things that a newly built city will probably build before going for th Mughal Fort:

  • Shrine (120/2)
  • Temple (300/2)
  • Monument 120
  • Granary 180
  • Aquaduct 300
  • Workshop 360

That's a total of 1170 hammers.

Even with Railroad, one of my cities being close to finishing a Mughal Fort has now 13 citizens and the above listed builings, as well as a Windmill. It has 30 hammers per turn in production.

If we average the production of the city to 15 hammers during the entire construction time, it would require (1170+675=1845)/15 = 123 turns for it to produce a Mughal Fort un aided.

If we spend the 2490 gold at the start, we get it's benefit for 120 turns. That would equal to:

  • 360 gold, 450 with Theocracy.
  • 480 culture, 600 with Sistine Chapel.

So the question is, is 2040 gold worth 600 Culture and some other thing you could have build for 675 hammers, for example a Marketplace (300 hammers) or a Bank (600 hammers)?

The 600 hammers are worth about 1200 gold. So it's 840 gold for 600 culture. That's well worth the price. So in other words, if you have no need to invest the money in upgrading units or gifting city-states, then the best use of gold is buying Moghul Forts in newly produced cities.


Museum is way expensive, but its required in order to build the Broadcast Tower (+33% culture).


Damn boring now, nothing more to figure out, just the winning the game left. Can't be bothered.