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This is a talent tree system that provides you with bonusses. On an empire level your culture will contribute to unlocking social policies. A city will, for example, require 50 culture for it to expand its borders. On the city level it contributes to border growth. Culture:Ĭulture serves a dual purpose in Civilization V. Gold generating buildings such as the market, bank and stock exchange have no gold cost. The temple, university and workshop even cost 2 gold per turn. Most buildings cost 1 or more gold per turn. From this income the maintenance cost of your military forces, roads and buildings are deducted. Instead the income of all cities is added to the gold income of your empire. Gold is not directly used by the city itself. At 35 hammers per turn it will take 3 turns to complete.
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At 5 hammers per turn it will take 15 turns to construct a baracks. For example constructing a baracks will cost 75 hammers. The production of a city determines how long it takes to construct buildings and units in your city. When the growth buffer is empty the city will decrease in size. When there is a food shortage this growth buffer will decline. Therefore more excess to food means faster growth. Growing from city size 7 to 8 will require 77 food. The excess food production will result in the city growing. From the total food income of a city a portion is subtracted for being eaten by its citizens. Basic resourcesįirst we have to understand the basic resources used in Civilization V. Since each DLC add additional strategic mechanics it is recommended for new players to wait with playing Brave New World. The information in this guide, The basics, is aimed at new players and can be used in Sid Meier’s Civilization V including the Gods and Kings DLC and the Brave New World DLC. You might wonder why new cities take so long to grow, or why buildings take so long to construct. Gameplayinside helps you out with the Civilization V Guide series. Welcome to the first Civilization V Guide!