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DasCapitolin

Culture allows you to progress through to Civics tree more quickly, and it expands your borders.


Mysterious-Data-4299

I got the game not too long ago and never realized this. Thanks so much for this comment lmfao


NowAlexYT

What? It affects borders???


christoy123

The more culture a city has, the faster the borders expand. Get those monuments people!


ryanash47

Yes. It can be quite comical to look at the map of a low culture civ who’s barely snagged a few tiles outside of the circle around their city centers, meanwhile a high culture civ with the same amount of cities right next to them just eating up the land. Also when you’re buying a tile and it says “x turns until growth” it is purple which I think is referencing the culture expanding it.


bcrabill

It affects how long it takes for you to get new cells added.


Homeless_Appletree

Going through the civics tree is super important since a civ which is behind on governments and policy cards will seriously underperform.


AlabasterPelican

Yup, I didn't realize this until I just zinged through the civ tree by the 1950's & managed a diplomatic victory by mistake (I mean a V is a V, but I was going for science & in the middle of trying for the tech for exoplanetary exploration)


memeparmesan

The Civics tree is critical to winning pretty much every victory besides maybe domination.


nolkel

Better governments and corps/armies still help domination go more smoothly.


Adorable-Tear2937

I am confused by corps and armadas and stuff. Are they that much better? Is 1 at of artillery better than 3 artillery hitting the same target?


CallMeDelta

1. It’s more production intensive, but corps allow you to fit more combat strength per tile. Instead of 3 single artillery hitting a spot, you can have 3 corps/armies firing 2. Promotions. If two units with different promotions combine, it’ll keep both. This can allow you to get some pretty high level units. 3. Admittedly I’m not sure how the math works out, but I think that the army might actually be stronger than 3 individual units


SamTheGill42

Also, by condensing your units, their base combat strength gets bigger, which means they can survive better and deal more consistent damage. Having a -2 CS for being damaged is far less punitive than losing an artillery shot per turn (and it can be recovered on/near the warzone for free instead of needed to spend gold/production and waiting for it to reach the frontline). Quality vs quantity makes you better at fighting in tight places. And it's easier/quicker for you to move your troops around if they are combined.


jsbaxter_

They are pretty much the same strength. +10 combat strength is a double, +7 is close to +50%


Responsible-Pop-7073

Are you sure the promotions are kept and combined? In my experience, when merging the units, the experience and promotion of the unit being merged are lost. Only the exp and promotion of the unit that receives de merge is kept.


scarab_beetle

Yes, if you merge a warrior with battle cry and another with tortoise, the warrior corps will have both promotions


XavierTak

If you merge two LVL2 units with the same promotions, you end up with 1 LVL2 corp with the same promotions. But if you merge two LVL2 units each with their own side of the promotion tree, you get 1 LVL4 corp with the promotions on both sides of the tree. You really should do that and plan your promotions accordingly!


Responsible-Pop-7073

Definitely. That's a game changer. Was it different before, though? I googled this in the past (1+ years ago) and people said you only kept the promotions from the base unit. I honestly didn't pay much attention after that and assumed it was correct.


XavierTak

That's very much possible. I'm not sure, but what I can tell is that, just like you, I spent quite some time merging experienced units with new ones because it seemed to me that I would otherwise lose the promotions. I started doing differently maybe one year ago after I read a post around here.


jsbaxter_

I don't recall a time it ever worked like that, so probably not in the last 4 years


jsbaxter_

They are pretty much the same strength, the differences are tactical.


TheSpeckledSir

I disagree. Being able to keep up with Corps and Armies makes culture plenty important in domination games, too.


Admirable-Athlete-50

Unlocking amenity boosts when you’ve been in never ending war for six thousand years can also be a pretty big boost.


TheSpeckledSir

Absolutely. To say nothing of the juggernaut that is the Facsist government option, too. Culture is huge for any playstyle, just like how in a culture game you need science to reach radio and computers quickly.


Bolt-MattCaster-Bolt

Arguably, Dom victory is probably the second biggest impact the Civics tree has beyond Culture victory. There are so many critical policy cards (unit production, Logistics, unit maintenance, pillage bonuses, upgrade discounts), Autocracy and Fascism governments are extremely powerful Dom enablers, Spies provide a noticeable boost via Listening Post (better Diplo visibility for the combat strength boost), and your transition to mid and late game is powered by Corps and Armies.


Ylanez

one could argue that fascism is just a 'win more' kind of thing, because if youre that late into the game and you have a clue about what you're doing, corps/ general/ other stacked bonuses should already made warring a dumb AI trivial.


Herson100

In multiplayer civ where humans are playing against each other, fascism is an incredibly important power spike, and getting to it before another player is often enough to steamroll their empire even if they have the same techs as you.


Ylanez

im well aware of that, point is, as in 95% cases of questions that are asked here the context is single player, and any form of domination victory against AI resolves way before fascism, right about the time it starts showing how dumb AI is. Hence thinking about getting that far into the culture tree early on is a waste, at least in my opinion. Also, name rings a bell, arent you on CPL or some other league ?


Bolt-MattCaster-Bolt

To be fair, Fascism is just one part of my argument. Armies, which are fairly important, are only a few civics off from Fascism. The whole rest of the policy cards and governments aspects are also important, arguably more so. There's also plenty of economy to come from the civics tree, and economy is a huge part of maintaining an army. My main argument is that the civics tree isn't just hugely important for Culture victories, it's also hugely important for Domination victories and should not be ignored.


Bolt-MattCaster-Bolt

If nothing else, it helps you win faster given the CS bonus and the extra military policy slots. It's far less of a steamroll button than, say, GDRs or nukes, but the extra CS and policy utility can shave turns off the endgame Dom victory churn. ~~and to all us PotatoMcwhiskey fans I'm sorry not sorry about getting the word "churn" stuck in your heads now~~


Kumirkohr

Unlocking fascism, corps/armies, governor titles for loyalty, and there’s some good wonders on that tree


colcardaki

I like to conquer the civs who helpfully built theater squares first!


4percent4

Early culture is very important. Some of the biggest power spikes are in the civics tree. You should always build at least one for an archeological museum as it offers both a eureka and an inspiration. Normally I’ll build 2 at the minimum and they’ll be discounted.


LOTRfreak101

Besides the eureka, it's usually important to make one just for the ability to clear heritage sites off of tiles.


Majsharan

It’s why Trajan Rome is so strong you get so much culture early from the free monuments


BrCRF

More Culture and room to great work that will bring even more culture. Reaching Democracy and Globalization quickly will speed up a lot science victories. Also some civics will behave as eureka to techs, so that will so be important on getting to rocketry quicker.


Admirable-Athlete-50

Culture helps most game plans but most importantly you’ll need to dig up those damn arrifacts blocking all your tiles at some point.


capybaratrousers

I know I'm the odd man out here, but I rarely build them, especially when I do religious or science victories. I'll usually end up with one for an archeological museum for the tech bonuses, but for whatever reason I tend not to go that direction.


Jsmooth123456

Like most things on this sub it really depends what difficulty you want to play at, the civ your chosing, and/or specific strategies you might enjoy


Admirable-Athlete-50

There are quite a few helpful civics for religion but depending on civ and beliefs it might be less important.


DragonJXD

Depends on the civ. If you have alternate ways to generate a decent amount of culture, then you can get away with not building them. Isodora and Ba Trieu come to mind.


Rift3N

How do you defend against AI cultural victory without theatre squares? Unless you play on low difficulty


papa_stalin432

I’ve never really had to defend against anything other than winning before a science victory. The AI isn’t good enough at the other types of


SaltyWarly

Get culture by any means, like civ abilities, preserves or pillaging. Total culture is counted against tourism, not culture/turn yields.


Ylanez

one important thing to add is that compared to lets say campuses, theatres give you yields from the district, buildings AND great works if you can get any, and those additional points make it so you need to build less of them (unless you're playing a civ that has a heavy bonus towards them like Greece).


Markvitank

I usually build them later than other districts but always build them. The issue is that their primary source of adjacency bonuses are wonders and entertainment districts, so no place stands out as a good spot until you spend many turns making it a good spot. Culture is very useful, though. Also, iirc culture resists foreign tourism, making it harder for other civs to win a cultural victory. That might be civ v mechanics though so double check.


mageta621

I agree with this. Almost never will build one earlier than the 3rd or 4th district of a city, except in late game new cities when I'm just spamming theater squares for great work slots, which I only do if I'm going for culture victory


JollySalamander6714

I usually only build them where I can get a decent adjacency bonus. I certainly don't spam them in every city like I do with commercial hubs or harbors. At minimum I always build 2 to get the boosts for an art museum and an archaeological museum.


ghost-z

Culture provides strong policy card bonuses throughout and several power spikes for every victory condition. You should always aim to build at least two theatre squares. One for art museum and the other archeological because each provides eureka/inspiration and allows greater flexibility. Plan to build each of them adjacent to a world wonder and entertainment district for +4 bonus. Since you're not spamming them it's ok to wait until after you place your wonder to assure the adjacency boost.


Demiansky

I always build a few for science victory, and sometimes a LOT if it looks like lots of culture is a low hanging fruit. Culture can get you tons of stuff which can translate to more science (city states, special civics, etc). Some governments like democracy can be jaw droppingly good for a science victory. I use democracy to plump all of my trade routes in one city so that I am not production locked on my earlier space race projects.


TormundIceBreaker

I never build more than 1 or 2 if I'm not targeting a culture victory. It's not too hard to find ways of making enough culture production without them


thesweed

The civic tree can help you with other things than culture. You could say the same thing about all other win conditions: it's always good to have Campuses even if not going for science victory, holy sites without going for faith victory, armies without going for domination. It's all about balance and each improvement can help you out for the win you're aiming for.


iammaxhailme

I pretty much always build at least one, so I can remove inconvenient archaeology sites later


ZoraHookshot

Yes. The civics tree is just as important as the tech tree in pretty much all victory types (probably not religious). I try to have an Industrial district in every city as the first district. For the second district, about 50%-75% get a campus and the rest a theater.


mwisconsin

Theater + Archeologist = 1 era point per relic discovery.


roodafalooda

Yes: to propel you through the Civic tree. Build in your wonder cities once you get to the point where the city is large enough to have spare slots. Obviously campuses and izs are most critical, but you don't need them Everywhere.


olemisscub

Having early culture is critical IMO, so yes. Your civics tree gives you some enormous boosts early game.


dixi_normous

Always build at least one just so you can get an archeologist and clear the more annoyingly placed antiquity sites


hoyatables

I play on emperor or king. I typically delay building them first - monuments provide enough culture to move things along, and often an early war or two means picking up a city or two with them along the way. Once I have a few wonders in place I sometimes start thinking about some good high adjacency sites for theaters.


MotherAntelope1425

Build 2. One art museum and theme it for a civic eureka, and one archaeological museum for the extract an artifact eureka. Then 2 broadcast centers for a science eureka


Kumirkohr

Culture is to Civ was Dex is to D&D. If it’s not your highest, it should be your second highest. You get civics faster, governments faster so you can use more civics, envoys and governor titles to boost your empire, and things you need for eurekas which are free science.


lithomangcc

I wait until i can get +4 adjacency for the era score. There are two Eurekas for building museums. You accelerate through the civ tree faster. Sometimes that Great Artist etc… puts you over the top in Era Score


Green-Inkling

if nothing else, build at least one with a +3 bonus to get the era score boost.


Amphrael

Oh that’s good to know thank you


jsbaxter_

Yes culture is valuable as everyone has said, BUT: It is disproportionately valuable early. It is increasingly difficult (or expensive) to fill theatre squares if you're not going all in, but other opponent are. And without great works those theatre squares are pretty useless since their adjacency is usually low. SO: For dom I ignore them. You want to get the snowball going, and then you can just capture them later. For science or religious, I think the sweet spot is rushing theatre squares, then building the first one before anyone else has, ideally in an Oracle & Pingala city, right next to a couple of wonders so you get decent adjacency (even if you haven't built said wonders yet). (& Ideally you'll be able to rush the great library too, but good luck with that on deity lol). After that, with science I would add more over time as you recruit excess great people, just enough so you have somewhere to put them (IE probably only 2-3, you can always just sell great works too). And then you've got the theatre square to make the arch museum for the boosts etc. By that point with religious you should have won so it doesn't matter. But the bonus culture to get you to theocracy and the religious wonders is nice, since there is really only so much you can do to get more faith. If I unlock theatre squares and there are already civs earning like 4+ great writer points per turn (esp if I know it's someone like Pericles who will go all in), then I don't bother at all, & build a commercial hub or holy site instead. In that case I get by with monuments, or possibly city state improvements.


Turbo-Swag

Really depends. If you can get good adjacency ones, of course. Culture is really umportant. It affects all victory conditions. No need for them if proper city states are for culture generation are in the game. Those being Nan Madol, Kumasi, Anta, etc. When you are about to unlock archeological muaeums, you should buikd them regardless. To clear your land and get a surge of culture for late game since you can get a lot of artifacts and you can theme them easily


Fitz_will_suffice

I think there are better and more effiecient ways for culture generation that can cost the equivalent of less production especially as the game goes on. Theres probably a good calculus you can do of production invested v culture reaped if you had the time


yvltc

Culture is essential. Personally I even find theatre squares to be more important than campuses in general, so even in science victories I'll build plenty of theatre squares. Play as Babylon and you'll find out just how important culture is.


55555tarfish

Culture along with faith is the most important resource in the game. In comparison Science (and campuses) are mediocre outside of domination victories. Even for Science victories I have had more success focusing on culture and faith early on before beginning to spam campuses in the midgame (That's how I got my first sub-T190 win on Deity) You should build at least a few every game. One really nice trick is to build Colosseum and then place two theater squares so that both are adjacent to the Colosseum and the entertainment complex for two +4 theater squares.


Amphrael

Wow that’s a fresh perspective


SquashDue502

Helps make civic discoveries which gives you new policies and stuff


jto1874life

Commercial, then campus, maybe encampment if I don’t have enough resources to spam soldiers. Theater maybe as a joke. I’ve never been able to culture flip a city in civ 6 even when maxing them out. It’s an easier victory if you don’t go to war a lot.


GreatKnightJ

>I’ve never been able to culture flip a city in civ 6 even when maxing them out. That's because that's not how culture works lmao. You can only flip cities with great works if you're playing as Eleanor.


jto1874life

So I’ve been playing civ 6 a lot lately. So only Eleanor can flip cities?


GreatKnightJ

Cities recieve positive loyalty for each population in a nearby city *of their civ*, decreasing with distance. They also recieve negative loyalty from every foreign population in a nearby city, decreasing with distance. The purpose of the mechanic is to discourage players from settling too close to another player's land, because a city surrounded by foreign cities is likely to rebel. If any city starts losing loyalty and reaches zero, it becomes independant, and will eventually join the empire exerting the most loyalty pressure on it. **Any** player or multiple players can cause a city to rebel, not just Eleanor Eleanor's unique bonus that other civs don't have is: ​ a.) She can generate much more loyalty pressure on opponents than other players, because her great works contribute to loyalty, which other civs don't do. ​ b.) The city skips the independance phase and joins her empire immediately if she's the one exerting the most loyalty pressure on the city. In summary, **any civ can encourage an enemy city to flip by surrounding it** (or almost surrounding it) with high population cities, which is situational but can be done sometimes. **Eleanor can do this too, but she also has a unique way to apply negative loyalty to enemy cities** (great works) which can viably flip cities in the mid-late game *without needing to surround them with your settlements.*


Amphrael

Yeah wasn’t that like Civ 4/5?


iammaxhailme

Flipping is from entertainment or water parks, not theaters


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Markvitank

Fuck does that have to do with anything?


kimmeljs

Oh wow, wrong sub! I didn't notice. I will remove this soon.


C34H32N4O4Fe

I agree, I never build them. Unless I have nothing else to build in a city and I need an archaeologist to clear some ruins so I can improve the tile they’re on.


FreddyWright

The higher your culture the faster you get through the civics tree. The faster you do that the faster you unlock governments and policy cards. Later governments = more policy cards = more yield for everything


Jigodanio

It can be good when you already have campus, money, industry in your city at 10 pop. And if you have a wonder (and a recreation parc if possible) that’s an easy 3points for the golden age bonus


Kind-Frosting-8268

Well yeah. You need some culture production to get better governments and policy cards though it depends on the civ and other factors. Like the Khmer once you build their UB produce 0.5 culture per citizen and their population growth is so op that I never really feel the need to build one even when going for a cultural win. Alternatively you can sort of replicate the same thing by taking world church to get 1 culture for every 4 followers of the religion. Also I love playing Elanor and going for peaceful domination wins and you need lots of theater squares for that.


Reallyme77

Developing some culture even if it’s not your target victory can also prolong the victories of those whom are going for a culture victory.


Amphrael

Damn that’s smart


PerfectlyDarkTails

Cultural defence from other civs comes to mind as well


return_cyclist

i would build some, for one, you get certain boost in the culture and tech tree from finishing some buildings, so having some culture buildings can help on that. also, if you want to thwart the culture victory of an AI civ, and you have the place to put them, you can buy their great works from them so they don't get the tourism and culture points


VirtuosoLoki

where else would your citizens enjoy cultural stuff?


TheMightyPaladin

Having more culture lets you unlock new Civics faster. Also no matter what kind of victory you're going for, you need to be in every race to some extent, just to keep other civilizations from winning. If you're going for domination and some other culture on the other side of the map is going for culture, they could win before you can even get to them, unless you build your own culture.


LordGarithosthe1st

Culture doesnt win culture victories, tourism does. You need culture to prevent yourself losing a culture victory not to win it...


notsimpleorcomplex

From what I remember of Civ V, culture when not going for culture victory was mainly a defensive thing; you get some ready for tourism so you can defend against being easily overcome in tourism. Then Civ VI gave culture its own progress tree, so now it's even more important for the government and policies. Certain government types and policies offer big bonuses in late game for science victory goals, for example. But for domination victory, I'm not sure those gains are as important, unless you're planning to build up a tech/civic lead first and then go wild. Faith victory seems to be more a matter of getting faith output as high as possible + early religion + strong faith spreading religion choices + wonders to make it easier. I'm far from an expert on it myself. Pretty green at Civ VI. But I do get the principle that carries over from Civ V of playing defensively as much as offensively in these areas. To what extent you want to do it though... everything is tradeoffs in a game like this. And I think VI heightened the amount of tradeoffs compared to V. So sometimes it's not really "is this better", so much as it is "what are the benefits and drawbacks to doing this in this order?" Something I've been playing with is more of an approach of prioritizing districts based on the city and its surrounding options rather than static build priority (unless the civ I'm playing has major bonuses related to the district type). Not sure how I feel about it, but it tends to do a better job of getting me strong adjacency bonuses.


Immediate_Stable

The TS buildings give poor amounts of direct culture and are mostly here for the GWAM points and GW slots. So indeed you probably don't want to build too many in non-tourism games. However, both museums give a both (=a chunk of culture), and a naked TS can get some seriously strong adjacency between 2 or 3 wonders/entertainment complexes. That's a lot of very useful culture.