Here we’re in the middle tier of the list. Let me tell you as the tier difficulty level expands the game system will give the computer player more advantages and skills in order to dominant you. Don’t keep a thought in your mind that you’re competing with the computer players who’re just AI. This tier has several Civs and all they are more challenging than the above ones. In Chieftain tier the toughness in-game will increase. Absolutely, you’ll get the ability of respective Civilization but make sure to have a good strategy. The better strategy makes you win the game so this one needs great planning to dominant in this tier.
The second tier of this guide featuring nations like India and Venice. For every beginner, this tier is best for build up the momentum to compete in other tiers and make the progress in the game. Take the advantages of the ability and the leader of this civilization is also good. If you’re just starting the game for the first time then we recommend you play in this tier and moreover in the Carthage nation. I think it does a good job of showing ways to develop tourism other than JUST great works.Settler Tier is the lowest difficulty tier featuring the Civilizations that are worth trying and quite for the beginners. I hadn't been doing much specific to a cultural victory for at least the first half of that game. I didn't even have time to build Airports because I ended up winning on turn 248. I recently made a proof of concept video caller Wonderless Cultural Victory. Still, you'll have to steer into the multipliers. Obviously you have to have tourism for the multipliers to mean anything. And you can usually work your Artist's Guild a little on the early side too.Īfter that, it's more about multipliers than the tourism itself. If combating this means doing something you want to be doing anyways. One guy recently posted getting hit with 71 unhappiness in 1 turn.
Plus working a little tourism early on will help keep opposing ideologies off of you. You'll need the early game culture if nothing else. What do I mean? Well first of all, you should be working your Writer's Guild anyways. The problem you faced wasn't that of playing the wrong civ, it was approaching your victory type inefficiently.
With all due respect, I think you're asking the wrong question. Some of the Civs like Babylon, Korea and Poland can work well, too, but if you're playing overpowered Civs, you might as well just go for their favoured victory routes (science for the first two, domination for the last.)
Sweden (Its UA helps out at GWAM production.) Spain (You can get lots of tourism from natural wonders with Natural Heritage Sites, Hotels and Airports.) India (Can handle a higher number of cities large enough to be capable of building wonders) Also is great at warfare if you need to take out a Civ with an insurmountable amount of culture built up.)Īustria (Coffee Houses help you generate GWAMs faster and their lack of restrictions help you get the production bonuses for wonders anywhere.)Įthiopia (Similar to the Celts, but with less happiness and more faith) Polynesia (The best maritime cultural Civ)Īnd the following have good cultural-centric bonuses:Īssyria (Has extra Great Writing slots, which are scarce in the late-game. The following four are pretty much entirely centred on cultural victory:īrazil (Has the highest end-game tourism potential of any Civ)Ĭelts (The wide-builder's choice and the best pure cultural Civ at religion)Įgypt (Can grab competitive wonders even on higher difficulties)įrance (Has the highest mid-game tourism potential of any Civ)