Overview
This guide shows you an overview of all victory conditions and gives advice on how to reach them.
The Culture Victory
Your civilization must attract more tourists than any other civilization has domestic tourists!
You will need a lot of culture!
Cultural Civ´s: Greece, Brazil, England, Aztecs, America, China, Kongo, and France
————————————————————————————————————————–
domestic tourists:
- Those that come from your own civilazition and are on vacation inside your own borders.
foreign / visiting tourists:
- domestic tourists from other civilizations which you attracted to your cities.
————————————————————————————————————————–
- The Theatre Square! (Set early focus on building and later expanding it!)
- Wonders (Try to place them around the Theater Square!)
- trading routes (All religious tourism is reduced when the Enlightenment hits.)
- certain buildings (mostly inside the Theatre Square)
- Archaeologists, which find artifacts in Ancient Ruins and Shipwreck Resources around the map
Keep in mind that you need some free tiles for wonders and cultural buildings when building your cities!
The Eiffel Tower:
- +2 appeal to every tile in your civilization + Seaside Resorts provide 200% appeal in tourism!
Nab Cristo Redentor:
- Doubles the tourism of Seaside Resorts and affects relic tourism!
Hermitage, Syndey Opera House, Broadway, Bolshoi Theatre:
- Provide more spaces for your cultural works.
The Forbidden City:
- +5 culture and creates an additional Wildcard policy slot that can be used for generating Great Person points.
Chichen Itza:
- Provides bonus culture from rainforests.
Espionage can also be used to weaken another civilizations culture!
The Science Victory
The Science Victory is achieved by completing 3 following milestones!
- Launch a satellite into space!
- Land a human on the moon!
- Establish a colony on Mars!
Scientific Civ´s: Sumeria, Rome, Kongo, Japan, Arabia and Russia
Launch a satellite into space by completing the Earth Satellite project.
Technology tree:
Pottery –> Writing/Sailing/Astrology –> Currency/Horseback Riding
–> Shipbuilding/Mathematics –> Apprenticeship –> Education
–> Cartography/Mass Production –> Square Rigging/Astronomy
–> Industrialization/Scientific Theory –> Steampower/Sanitation
–> Flight –> Radio/Chemistry–> Advanced Flight/Rocketry
This will allow you to build a spaceport and launch the Earth Sattelite!
Land a human on the moon by completing the Moon Landing project.
Technology tree:
Just continue the Technology tree from above.
Advanced Flight/Rocketry –> Satellites
This will enable you to sucessfully launch the Moon Landing.
Establish a colony on Mars by building modules for a Reactor, Hydroponics and Habitation.
Technology trees:
Industrialization –> Steampower –> Electricity –> Computers –> Robotics
This allows you to launch the Mars Habitation.
Mathematics/Construction/Engineering –> Apprenticeship/Stirrups/Machinery
–> Military Engineering/Castles –> Banking/Gunpowder/Printing
–> Astronomy/Metal Casting/Siege Tactics
–> Scientific Theory/Ballistics/Military Science –> Economics/Rifling
–> Replaceable Parts/Steel –> Combustion –> Advanced Ballistics/Combined Arms
–> Nuclear Fission –> Lasers –> Nuclear Fusion
You can then launch the Mars Reactor.
Currency/Horseback Riding/Iron Working –> Construction/Engineering
–> Apprenticeship/Stirrups/Machinery –> Military Engineering/Castles
–> Gunpowder/Printing –> Metal Casting/Siege Tactics –> Ballistics/Military Science
–> Rifling –> Steel –> Combustion –> Plastics > Synthetic Materials
–> Composites –> Nanotechnology
This last step allows you to launch Mars Hydroponics.
- Set early focus on building The Campus district and expand it later on! It offers bonuses when placed near mountains or rainforests.
- Focus on Libary, Universities and Research Labs for additional science and Great Scientist points per turn.
- Make your cities highly industrial with workshops and factories!
- The Wonder “Oxford University” is very important!
- The Great Libary also helps a lot!
- Great Scientists should be used!
The Religious Victory
To win with this new condition, you religion must be the predominant religion in every civilization!
Means 50% of all cities need to follow your religion.
Religious Civ´s: India, Russia, Arabia, Spain, Scythia and Egypt.
Once founded a religion, you need to spread it to other civilizations!
Build Holy Sites as soon as possible!
They will generate faith and Great Prophet points.
Apostles by Temples
and
Missionaries by Shrines to spread your religion!
Treasure yields can give you a Great Prophet aswell.
When a religious unit wins against another religious unit, the winner gets a boost while the looser´s religion gets a downgrade within the radius of the battle.
Apostles can engage in battle while missionaries can only defend themselves!
The Wonder “Mont. St. Michel” lets you Apostles leave a relic behind in case they die.
These relics then provide extra Culture and Tourism inside your temples.
- Increase your faith yields by choosing the correct beliefs!
The Domination Victory
You must conquer the Capital of every other cilivization!
The game offers justified reasons for going to war.
Civ´s that are good for this: Germany, Norway, England, Japan, Scythia, Sumeria, America and the Aztecs.
When you loose your own capital you have to reconquer it aswell.
The longer you stay at war, the harder it will get to keep your civilization happy!
Your Warmonger Score determines when the other leaders start to plan wars against you!
Early in the game you should focus on city states or civilizations that are weak in technology and production.
Researching Gunpowder before your enemy does can give you an big advantage early-on!
You can stack units:
- Two land units form a corps.
- Two naval units form a fleet.
Mordern-Era Mobilization allows you to:
- Stack three land units as an army
- Stack three naval units as an armada.
- You can reduce the cocts of your army and gain defensive aswell as strategic advantages!
- Some cards reduce production costs for certain units.
- Therefore use politics as a part of your strategic plan!
Boost your production!
The Venetian Armory
This Wonder needs to be located in a coastal city and doubles the number of naval units produces all game long!
The Terracotta Army
Gives all current units a promotion and allows Archaeologists to move everywhere without the need of Open Borders!
The Great Lighthouse
Gives all naval units +1 mobility!
The Colonial War casus belli lets you declare wars on lower civilizations with a very low warmonger penalty.
The Score/Time Victory
When the game ends, the player with the highest score wins!
A normal game lasts for a specific ammount of rounds!
Within the game, every civilization gets points that roughly resemble how good or bad it is overall doing.
These points can obviously be used to compare civilization with each other.
Once the last round is reached, the civilization that managed to get the highest score, wins!