One tool I find myself using only rarely is the culture rate. The main problem - not from a game design perspective I hasten to say - is that it's a powerful, but also a very crude tool because you cannot specifically target the cities that really need culture or happiness (border towns, overpopulated cities). In particular, the happiness effect is no longer linked to the city's commerce output (as it used to be with luxuries/psych in previous versions), so it's basically the same in each city. Some fine-tuning is allowed by using the theatre/collosseum bonus, but in general, the culture rate is still quite inefficient because 10 % (or more) of commerce converted into culture in a city that doesn't need it is a complete waste of potential money and science.
I suppose the happiness benefits can be valuable on higher levels. I'm still having a great time on Prince level, so I don't normally have much of an unhappiness problem. Sometimes, after abolishing Hereditary Rule, I temporarily raise the culture rate to ease the transition to a different form of government. The added culture output itself is needed when I want to push out my borders to take control of a critical resource, but in most cases the culture generated by religion and science buildings is enough to maintain and often even extend my cultural influence. I find little use in all-out cultural battles with neighbours. It takes ages to get foreign cities to flip and the loss of science while all that commerce is poured into culture is enormous. Consequently, the only use I've found for a really high culture rate is during the final push for a cultural victory.
Apart from the context of cultural victory, I've seen little discussion about the culture rate as a strategic tool, so I wonder how other players make use of it. Are there any other typical situations where it pays off to raise the culture rate?
I suppose the happiness benefits can be valuable on higher levels. I'm still having a great time on Prince level, so I don't normally have much of an unhappiness problem. Sometimes, after abolishing Hereditary Rule, I temporarily raise the culture rate to ease the transition to a different form of government. The added culture output itself is needed when I want to push out my borders to take control of a critical resource, but in most cases the culture generated by religion and science buildings is enough to maintain and often even extend my cultural influence. I find little use in all-out cultural battles with neighbours. It takes ages to get foreign cities to flip and the loss of science while all that commerce is poured into culture is enormous. Consequently, the only use I've found for a really high culture rate is during the final push for a cultural victory.
Apart from the context of cultural victory, I've seen little discussion about the culture rate as a strategic tool, so I wonder how other players make use of it. Are there any other typical situations where it pays off to raise the culture rate?
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