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But yeah. Rock bands are how you rush a culture victory. Which means you need faith production, which comes from developed holy sites. And the most important factor on religion is to have one in your cities so you can build worship buildings. Nothing about that religion's beliefs makes much of a difference.
The most effective strategy is to climb the tech and civics trees ahead of your rivals so that you reach the late game enhancements to tourism base and its multipliers before your competitors have a chance to pump up their domestic tourists by pumping out a lot of culture in the late game.
Buy their great works starting in about the mid-game, which lowers their culture and thus their defense, while increasing your tourism. You have to start in the mid-game because they are going to stop selling later on as you become a clear threat of winning. For this strategy to work, you need to have enough great work slots to warehouse your purchases, so this is when you have to start building theater squares. Their culture helps you climb up the civics tree so they're nice even earlier for that, but you may have other ways of getting culture, like unique tile improvements, that are more cost-efficient at getting culture early. You mention monuments, which are of course the basic culture side hustle that takes some of the pressure off building theater squares early.
Getting ahead in science is important, so it's not wrong to continue to prioritize science in the early and mid-game, but you also want to build one of the two money districts in most cities, because you need money to buy great works and great people, and you want to send trade routes to every civ, because that's one of the two early game multipliers. Holy sites give faith points, which are nice for buying great people, and in the late game get you national parks and rock bands. The parks are your best late-game additions to your tourism base, because besides their significant tourism, they give amenities and era score. IZs are a mid-game priority as well, because wonders not only add to your tourism base (the earlier built the more they earn), but some of them are also great works warehouses, and some (Eiffel Tower, the Redentor, the Biosphere) enhance your tourism base significantly. Walls are something the human player rarely has much use for in war against AIs (okay, below Deity, anyway), but they also grant tourism, and this is about the only reason I have ever chosen Monarchy.
District priorities aside, exploration and naval techs become more important, because of the two multipliers you get from almost the start of the game, open borders and trade routes. Get both with as many civs as you can as early as you can, to start accumulating tourism.
If the ultimate goal is culture victory, about the only area that has its priority lowered in the early and mid-game is conquest. Just lowered, not abolished, because doubling your land is always nice. It's just that it comes with extra downsides specific to winning a culture victory. If you indulge conquest too much, many and then all the surviving civs will not grant open borders, thus denying you one of the game's two early multipliers. Complete conquest of a competitor also removes a source of the foreign tourists you need to attract.
Tourism is cumulative, right from the start of the game, but doesn't really start accumulating significantly until later. It certainly isn't wrong to build theater squares early. That helps with your base tourism, but you have other priorities that help you get more quickly to the late game's huge enhancements of your base and multipliers. It's probably more important to get both of your early game multipliers in play, than it is to get a bigger base early.