The first policy takes 5 turns with a single city, 4 turns with two, and 3 with three. Now let's say we've reached the classical age, and have temples in addition to monuments. Remember - this assumes that each city has a monument the minute it is founded. It is not until the 4th social policy that this trend is broken and diminishing returns end at the NINTH! city. We can continue this extrapolation - 8 turns with 3 cities, 7 turns with 4 cities, 6 turns with 5 cities, and we finally reach diminishing returns at city 6 (also 6 turns).įor the second social policy, the ramifications of the # of cities gets magnified due to a larger starting value: One city takes 23 turns, two cities take 15 turns, three cities take 13 turns, four cities take 12, five cities take 10, and again, we run into diminishing returns cap out at at six cities (10 turns). This means that it will take 13 turns (Ceiling(25/2) to enact the policy, or 9 turns (ceiling (45/4) with two cities.
(Remember, we're ignoring the palace for now) In the ancient era, your cities can generate 2 culture / turn due to the monument. The 1st social policy costs 25 points with a single city.
This list of social policy costs is accurate for the given parameters: medium map and normal speed. To produce an "ideal" city count, we limit ourselves by era and improvements alone. These all help produce culture, and will shift the "ideal city count" down, but do so inconsistently. Ignore city-states, leader specific abilities, +culture social policies, and wonders. When you found a new city, you can get its culture / turn maximized within a single turn by buying the necessary building improvements (monument, etc). To begin with, we need to make some assumptions: (This may be slightly hard to calculate, and if you take too long to reach your "maximum potential culture / turn" you're actually wasting turns.) The long answer is. If your maximum potential culture / turn won't increase by at least 30% due to the new city, you are hurting, not helping, the time till your next social policy. We know that adding another city increases the culture costs by approximately 30% of the base cost (that of 1 city). Playing cultural, you sort of end up in a place where, in a good game, you don't have any great policies to spend on.The question you're really asking is "When does the combined culture / turn of an additional city outstrip the increase in social policy cost incurred by founding that city?" The short answer is.
#CULTURE VICTORY CIV 5 PLUS#
a good chunk of rationalism (the opener plus first policy on the left.