redwings1340
Emperor
I don't know if this will help but adopting this metaphor seems to have helped my play:
We often hear that winning this game is all about building science. So imagine for a second that you could play the game with zero opponents or barbarians and the objective was just to complete the tech tree. Right away you'd notice that without any need to defend yourself, that you could complete the tree fastest by chasing the techs and buildings that help science first. That would be these, and they will form our biggest overall goals:
Library
National College
Education
University
Observatory (only if you settled next to a mountain)
Public Schools
Research Labs
You'd also notice that since Science is largely based on Population, increasing Population will help a lot. Population also helps with production and gold so it's a triple boon. For population we need food, which means:
Pottery (always our first tech, and its on the way to sci techs anyway)
Animal Husbandry (for internal trade routes)
Sailing (a second trade route)
Aqueducts -- but we get these free with Tradition finisher and its part of why people consider Tradition extremely powerful
Civil Service, which gives us free food near rivers and lakes (which is why we always build farms there first)
The other critical thing we'd need is happiness to keep growing. The resources available every game change. But we need to assess our early priorities to grab:
Calendar (on the way to science stuff anyway)
Mining (out of the way but cheap)
Trapping (furthest out of the way and usually lower priority than 2 above
Masonry
If we started in a jungle or heavy forest we may need to veer off course to grab:
- Bronze working
The pattern that basically emerges is this, for me:
- open with Pottery
- Writing
- combo of policies needed for early happiness
- Animal Husbandry and/or Sailing with plan to send internal trade route to our second or third city. Should have a Granary built.
- Philosophy
- [assess safety of situation: may need to "hit the breaks" and make a run for Composite Bows roughly here]
- Civil Service
- Education
- back fill tree up to Metal Casting or so
- Astronomy
Now obviously, in the "real" game enemies do attack you and barbarians do exist. But the way to think about that is "hitting the breaks." Generally whenever you chase military tech in the lower half of the tree you are metaphorically hitting the breaks on science. You're basically saying you're far enough ahead and to pause briefly to grab extra defense or military strength. Winning the game comes down to finding the balance between hitting the breaks and zooming forward.
As for manually working specialists, here's a way to make it super-easy for you: only ever assign Scientists. This isn't an "ideal" approach but I find it a decent tradeoff between micromanagement and effectiveness. You get Scientist slots from Universities and Public Schools. I'm not saying Great Engineers aren't effective, just that they require more practice to know what to use them for. You pretty much can't go wrong with Scientists as long as you just plant early ones and bulb later ones (after public schools or so).
For selecting wonders, a general rule of thumb is if it provides points toward a Great Scientist, it's a goal worth considering. If it provides points towards some other great person, it's usually safe to skip it. This doesn't apply 100% of the time but at least sets some basic priorities. The only major exception is the Great Library, which most people agree is too difficult to obtain past the early difficulties, and will become a crutch that holds you back in trying to transition to higher difficulties.
This is a really good post that explains the game really well.