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Yields - Another thing crucial to the productivity of your city is ensuring that all nearby tiles provide adequate yield.Settling on the coast also provides extra housing if the city does not have any access to fresh water.
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Coast - Settling a city on the coast will boost your progress towards the sailing tech, and also allow for the production of naval units that can be crucial to early game exploration and warfare.X Research source Sources of fresh water include rivers, lakes, and oases. Having more housing means more space for citizens, and ultimately a more productive city overall. Fresh water - One of the most important factors, access to fresh water provides a boost to your city's growth, by providing extra housing for citizens.While different cities have different priorities and start biases, here are some things you should consider before settling your first city: Your immediate goal at this point should be to scout the nearby area and find a good place to found your first city. At the start of the game, you will spawn with a settler and a warrior. I usually don't give techs when requested, except when requested by a member of my "team" that's under attack, and would be helped by that tech (In such situations I sometimes volunteer to give the tech, before any requests).Īlso, I try to maintain a tech lead, so if someone is very equal tech-wise to me, then I'm less likely to hand over that one tech that is putting me in the lead.Settle your first city. If your opponent in the diplo victory election looks to be one of the other members of your "team" of nations, then stay friendly with that nation, but don't spend too much effort in getting them extra happy give some spoils of war over to the other team members, not your rival to-be. If possible and convenient, give control over a city you just conquered over to an ally, and if the city that you just conquered was taken from your "team" country earlier, return control over to the city's founding nation.Īlso, if your "team-mate" is in trouble, and losing cities in a war, send troops to help him out. Pound them low enough in the scoring and power that their votes won't weight too heavily. Then just, very diplomatically, beat the other "team" to pulp. You should be friendly with countries of one of these factions, and be a "team-player" in it, joining wars against the other faction, trading, making defence pacts, etc.Īlso, I tend to give small gifts in gold to my friends every now and then gives a bonus to relations, and doesn't cost you much. I think that, as mentioned, it's important to get in a "team" typically, I've found that the world will split into two major "factions" + maybe one or two nations that don't fit either 100%.
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Surpricingly though, I've not won a diplo victory in any game where I tried to avoid wars. The first time I got a diplo victory, it really was a domination victory where I voted myself into diplo victory a few moves before the expansion of my cultural borders would have ensured domination.īut the other times I've won it, I've actually won it "genuinely". I used to think that the Diplo victory would be hard to achieve and unsatisfying to boot, but I've changed my mind on it after achieving it a few times.