Achieving a Culture Victory in Civilization 6, especially in the fast-paced Information Era, is a nuanced art. It requires a shift from territorial dominance to a more subtle, yet equally competitive, race for global influence. When helming a civilization led by Teddy Roosevelt (Rough Rider), the path to cultural hegemony is paved with breathtaking landscapes, iconic film reels, and the undeniable allure of American rock and roll. This guide delves into the strategic depths of securing a Culture Victory in the Information Era, leveraging Teddy’s unique strengths to build a tourism empire that will stand the test of time.
The American Advantage: Understanding Teddy’s Toolkit
Success in any endeavor begins with a thorough understanding of the tools at one’s disposal. For Teddy Roosevelt, the Rough Rider, the path to a Culture Victory is illuminated by a unique set of advantages that, when properly leveraged, can create an unstoppable tourism machine.
The Film Studio: Your Late-Game Tourism Multiplier
The cornerstone of Teddy’s late-game cultural push is the Film Studio, a unique building that replaces the Broadcast Center. Its effect is simple yet profound: it doubles all tourism generated from the city in which it is built. According to the player community, this is not a mere additive bonus; it is a powerful multiplier that affects every source of tourism in the city, from Great Works and Wonders to National Parks and Seaside Resorts. Analysis on forums shows that a well-developed city with a Film Studio can single-handedly generate a significant portion of the tourism required for victory.
Roosevelt Corollary: The Power of Appeal
Teddy’s “Roosevelt Corollary” ability provides a +1 Appeal to all tiles within a city that contains a National Park. This seemingly modest bonus is, in fact, a critical component of a successful Culture Victory strategy. The tourism generated by National Parks is directly proportional to the Appeal of the tiles they encompass. By elevating the Appeal of these tiles, Teddy’s ability creates a feedback loop of ever-increasing tourism, making his National Parks some of the most potent in the game.
Founding Fathers: A Head Start on Legacy
The “Founding Fathers” ability, unique to the American civilization, allows for the faster accumulation of government legacy bonuses. This provides a subtle yet significant advantage in the early and mid-game, allowing for a quicker transition to powerful, culture-focused governments like Classical Republic and, later, Democracy. Many professional gamers suggest that this early momentum can be the deciding factor in a tight cultural race.
The Early and Mid-Game: Laying the Foundation for Cultural Dominance
A successful Information Era push is not a last-minute scramble; it is the culmination of a well-executed plan that begins in the ancient era. The early and mid-game are dedicated to building the cultural and economic infrastructure necessary to support a late-game tourism boom.
City Placement: The Art of Seeing Potential
From the moment the first settler is founded, the discerning eye of a cultural strategist is already scanning the landscape for potential. Cities should be settled in areas with high intrinsic Appeal. Look for clusters of mountains, natural wonders, and coastlines. These are the future sites of your National Parks and Seaside Resorts. A popular strategy is to use the Appeal lens (default hotkey ‘3’) to identify promising locations, ensuring that your cities are positioned to maximize their tourism potential in the later stages of the game.
The Cultural Engine: Theater Squares and Great Works
Theater Squares are the heart of any cultural civilization. They should be built in every city, and their associated buildings—Amphitheaters, Art Museums, and Archaeological Museums—should be prioritized. These districts are the primary source of Great Writer, Great Artist, and Great Musician points, the lifeblood of a cultural victory.
The acquisition and management of Great Works is a game within the game. The goal is not simply to collect as many as possible, but to arrange them in a way that maximizes their tourism output. This is achieved through “theming bonuses.”
- Art Museums: To theme an Art Museum, it must be filled with three Great Works of Art of the same type (e.g., all landscapes, all portraits) but from different artists.
- Archaeological Museums: To theme an Archaeological Museum, it must contain three Artifacts from the same era but from different civilizations.
Achieving these theming bonuses doubles the Culture and Tourism output of the museum, a significant boost that should not be overlooked. Trading Great Works with other civilizations is often necessary to achieve these bonuses, so maintaining positive diplomatic relations is key.
Faith Generation: The Currency of Culture
While Culture is the ultimate goal, Faith is the currency that will get you there. Holy Sites should be established early and their buildings constructed to ensure a steady flow of Faith. This Faith will be used to purchase Naturalists to create National Parks and, in the late game, to recruit Rock Bands, two of the most powerful tools in the cultural victor’s arsenal.
Wonders of the World: Monuments to Your Inevitable Victory
Certain Wonders are so impactful for a Culture Victory that they should be considered essential.
- Eiffel Tower: This wonder provides a +2 Appeal bonus to every tile in your empire. The significance of this cannot be overstated. It makes more tiles eligible for National Parks and Seaside Resorts and increases the tourism output of all of them.
- Cristo Redentor: This wonder doubles the tourism from Seaside Resorts and Relics. When combined with a strong coastal presence and a collection of well-placed relics, Cristo Redentor can provide a massive surge of tourism.
- Broadway: A must-have for any cultural civilization, Broadway provides a significant boost to your Great Musician point generation and comes with slots for Great Works of Music.
The Information Era: Unleashing the Tourism Tsunami
As the world enters the Information Era, the carefully laid plans of the early and mid-game come to fruition. This is the time to unleash a torrent of tourism that will overwhelm the domestic defenses of your rivals.
Key Technologies and Civics: The Path to Cultural Enlightenment
The Information Era is a race to unlock a series of game-changing technologies and civics.
- Computers: This technology is the single most important breakthrough for a Culture Victory, as it doubles your civilization’s total tourism output.
- Conservation: This civic unlocks the ability to train Naturalists, the key to creating National Parks.
- Radio: This technology allows for the construction of Seaside Resorts, a vital source of late-game tourism.
- Social Media: This civic unlocks the “Online Communities” policy card, which grants a +50% tourism bonus to any civilization with which you have a trade route.
National Parks: America’s Natural Beauty on Display
With the Conservation civic unlocked and a healthy supply of Faith, it is time to begin creating National Parks. The ideal location for a National Park is a vertical diamond of four tiles, all with at least “Charming” Appeal, owned by the same city, and free of improvements or districts. Thanks to Teddy’s “Roosevelt Corollary,” the Appeal of these parks will be even higher, leading to a greater tourism yield. A popular strategy is to use builders to plant new woods on tiles adjacent to potential park sites, further boosting their Appeal.
Seaside Resorts: Coastal Paradises of Profit and Prestige
Seaside Resorts are another powerful tool for generating late-game tourism. They can be built on any coastal tile with at least “Breathtaking” Appeal. The tourism and gold they generate are equal to the tile’s Appeal, making the Eiffel Tower and other Appeal-boosting effects incredibly valuable. Analysis on forums shows that a coastline dotted with high-Appeal Seaside Resorts can be a significant contributor to a Culture Victory.
The Power of Rock and Roll: Your Cultural Shock Troops
Rock Bands are the game-changers of the Information Era. Purchased with Faith, these units can be sent to other civilizations to perform concerts, generating massive bursts of tourism. The key to using Rock Bands effectively is to target the civilization with the highest domestic tourism, as this is the benchmark you need to overcome.
Rock Bands have a variety of promotions that can enhance their performance.
- Glam Rock: Allows for more effective performances in Theater Squares.
- Space Rock: Unlocks the ability to perform at Campuses and Spaceports.
- Surf Band: Enables concerts at Seaside Resorts and Harbors.
Many professional gamers suggest staggering the purchase of Rock Bands by a turn or two, as this will often result in a wider variety of available promotions.
Policy Cards: Fine-Tuning Your Tourism Machine
The right policy cards can provide a significant boost to your tourism output.
- Heritage Tourism: Doubles the tourism from artifacts and great works.
- Online Communities: Provides a +50% tourism bonus to civilizations with which you have a trade route.
- Satellite Broadcasts: Triples the tourism from Great Works of Music.
A New Era of American Influence
Winning a Culture Victory in the Information Era with Teddy Roosevelt is a testament to strategic planning, careful execution, and a deep understanding of the game’s mechanics. It is a victory not won through force of arms, but through the irresistible allure of a vibrant and influential culture. By leveraging Teddy’s unique abilities, building a strong foundation in the early and mid-game, and unleashing a torrent of tourism in the Information Era, you can secure a place for your civilization as the undisputed cultural capital of the world. The path is challenging, but the reward—a victory that is both elegant and decisive—is well worth the effort.

