How do you catch up with the AI?

oPunchDrunko

Prince
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Feb 23, 2010
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I'm currently playing a game on Prince and the AI are beating in tech, excpet for the Japs. Arabia has been the science powerhouse the entire game, with 5 techs ahead of me. Since the classical era he has beat me to every era. Although I have a larger army than Harun, he still beats me in terms of advanced units.

Does anybody have any tips so I can keep up with the computer for a science victory?
 
signing Research Agreements, using Great Scientists and certain wonders, and building Libraries/Universities/Public Schools are how to get science progressing quicker.

building large armies are done at a cost of building science buildings/wonders. that's how the game maintains balance between domination victories and science victories and balance in general between all of the strategies.
 
signing Research Agreements, using Great Scientists and certain wonders, and building Libraries/Universities/Public Schools are how to get science progressing quicker.

building large armies are done at a cost of building science buildings/wonders. that's how the game maintains balance between domination victories and science victories and balance in general between all of the strategies.

Well, i'm actually going for a domination/science/cultural victory. So it's kind of important to build both miltitary and buildings.

Also, i've been declared war on 5 times, so I am forced to keep up a strong army or I'll get taken over.
 
If you just want to defend, you don't need too much units, the AI is extremely poor when it comes to taking cities (or warfare in general tbh) and by making sure you have a good amount of ranged units you can easily beat the computer 1 to 10, worst case scenario just make a citadel with a GG.

From what it sounds like though you want to be aggressive so as you have a much larger military why not just crush the tech leading civs as fast as possible and take their big science producing cities for yourself?

Not sure why your behind in tech but I'm guessing it's because you where producing a lot of attacking units?
In prince I really never had to build any units inbetween the first 50 moves and the advanced aircraft era (and in many games never), just keep selling those unneeded resources and conquer those with resources you can peddle and just rushbuy all the units you need, getting wonders and policies that lower the price (Big Ben, Commerce tree).

Your army will (almost) always be smaller then your opponents, the combat AI is terrible though so if you play well yourself with a good mix of units and strong positions and defence you can easily clear far larger forces, if you don't know what I'm getting at, just watch some of Wainy's deity playhroughs to see someone do it against even bigger opposing forces.
 
sometimes early archery and 5 archers will stop a DOW for many many turns and kill swordsman and pikeman if they dare come. if you see units coming toward you, dencounce the ai who owns them immediately - half the time, they retreat.

sometimes, i have used 5 scouts or 5 warriors, but 5 anything upgradable will work.

if the AI has to use a narrow pass or pinch point to reach you and you see its units in advance, sometimes it wont DOW until its units reach a certain distance from you so you can "blue helmet" the AI by blocking all access tiles and it will stand around and re-route and not declare even though its 8 longswordsmen in theory could kill your 6 scouts.

go warrior first, scout second so your first unit (start warrior) can move out and meet city states, your first built warrior stays home and when your scout comes they hunt barbarian encampments together.

all gold you get should be saved so you can buy libraries right away when they become availible, i usually choose one city for all science related wonders/buildings and build great library in it thus i do not build a real library. then that city gets oxford, national college etc. if you use a 3 city model, one city can go for national treasury and any happiness wonders you might want like circus maximus. this arrangement allows one big science city, one gold city (trading posts up) and one production city for units. the 3 city model allows you to meet wonder requirements that say build this in every city and it doesn't kill you to make your capital a super-hybrid. usually my capital is NOT my science city because my capital will always have good science anyway and if its my science city then my gold city has to make science.

i will stop now before someone better than me gives better advice but i play a lot of peaceful games and if you make a go on diety and go lib for settler and buy/build a settler, then make 5 warriors OR archers (early archery = good) you can sit there and build almost every wonder in the game that comes up in your capital before the AI declares war and kills you. sometimes i make it over turn 200 - 250 with over 14-18 wonders before i am stomped out - and i deserve it, so i don't complain. if i saw a 3 city empire with 5 archers and 18 wonders in it's capital i would want that city too, its amazing it doesn't want it sooner.

doing this a few times KNOWING YOU WILL LOSE - you will be suprised how far you can go, how long it will sit there and let you build wonders. then you can think about how to try to win, what wonders you could have gone without and try a normal game using SAME strategy except only build a few wonders and the rest units.


so, how do you keep up in research? cities settled on TOP of gems, cotton etc. or cities that get them hooked quickly can sell them for 240 gold to the AI and by saving this gold you can look at each AI to see who is coming close to have enough gold to do a research agreement. so, if Alexander and Napoleon both have 280 gold and make 20 gold a turn, they will research agreement each other soon unless you agreement one of them. the other then, sell luxeries or strategics. all iron, all horses. i sell all but about 3 iron. the AI will buy it all. then, sell your open borders to everyone for 30 gold or 50 gold a piece.

see how the gold adds up? if someone attacks you, you can usually buy a defense and if not you can usually buy the pre-req buildings in non-production cities to get wonders out faster.
 
oh and if you have an enemy sell it your iron and horses - sometimes if the ai has its stuff through trade it doesn't settle for it and when it declares it loses your resources (or when you declare?) and its units get combat penalty. even a scout can pillage, so keep scouts around the map and watch for those exterior-border 8 iron tiles that can ruin an AI to lose for a few precious turns.
 
Well, i'm actually going for a domination/science/cultural victory. So it's kind of important to build both miltitary and buildings.

Also, i've been declared war on 5 times, so I am forced to keep up a strong army or I'll get taken over.

i've started games keeping my options open, but ive never actually maintained 3 victory options for an entire game. at some point you need to pick one main option and focus on it (and maybe a 2nd if you need to change gears), even on prince difficulty.

strategically, behind all three choices are hammers. the more production you have, the more things you can build, whether it's units, science buildings, or culture buildings. but trying to maintain all 3 at once AND keep a lead over the rest of the civs seems like biting off more than you can chew.

i am by no means a really good player as im generally stuck in Emperor difficulty being my skill level, but that's my 2 cents on the matter.

and regarding keeping a strong army, you generally only need a garrisoned ranged unit and maybe another 2 units on your borders. the ai always loses several units over 10 turns before asking for peace. and keep your workers from border edges so they dont get captured slowing your growth/production.
 
Actually you don't need the 5 archers to defend, if you take the Oligarchy social policy 1 or 2 can suffice in holding a city on prince, and NEVER give the AI open borders, it allows them to find out how many units you have and if it's low they will very likely attack.
Unless your playing standard on smaller size start with 2 scouts, often times you can make the amount of ancient ruins you can take make it more then worth it, best is if you get a weapon upgrade because they turn into archers that keep their terrain ignoring penalties even after you upgrade it, also make sure you use the mod 'better goody huts' (not the exact title, just type goody huts in the mod searcher) it removes the reveal surroundings and barbarian camps from the huts, I personally don't find it cheating as the AI can't get those 2 useless posibilities anyway.

And on prince, if you make sure you do a good amount of conquering (and razing) you can easily stay number one in cities, tech and policies, playing a game on king right now that's on 500AD where I've already taken the lead on all 3 of them by conquering the main portion of Asia and making sure anyone who rises above the rest or is dumb enough to make a wonder I want is on the top of my to murder list. I probably should switch to emperor or immortal but I see little gain in fighting against the same dumb AI with more unit spam.
 
interesting post. im pretty bad at domination victories cuz i havent figured out an offensive balance yet (at least past prince level). when i play for science or culture victories it is generally a non-conquering effort. i might have to try that to see if i can maintain a lead in all 3 categories. i kind of thought it just wasnt a reality to be able to do that.

and i dont like to use the mods (yet), even ones that remove something like reveal the area option for ruins. but i do use the 'new random seed' adv option for saving to reroll better ruins. but i dont use it for better combat outcomes cuz that feels like 'cheating' to me. i guess they are kind of the same thing so it prolly doesnt matter. the ruins that i love are unit upgrades (scouts to archers is AWESOME), gold or culture boosts. population growth is okay, but more of that is based on what resources im starting around.
 
Well, i'm actually going for a domination/science/cultural victory. So it's kind of important to build both miltitary and buildings.

Also, i've been declared war on 5 times, so I am forced to keep up a strong army or I'll get taken over.

It sounds as though you aren't specialising enough to be strong enough at anything - cultural victory in particular requires on some pretty specialised strategies, prioritising wonders and techs that you wouldn't otherwise focus on at that stage in the game, and policy branches that aren't as useful for other victory conditions (you won't necessarily take Rationalism in a cultural victory, for instance, but it's fundamental to a science victory, you also won't necessarily want to focus only on completing five branches rather than taking policies from additional branches with other victory conditions). Also, investing in enough units for domination and enough buildings for everything else costs a lot of maintenance (and may prevent you from affording roads), and you'll fall behind if you don't have a strong enough economy to fund research agreeements and purchases of key buildings.

You can beat war declarations without an especially large army if you only want to play defensively and keep your units alive. In particular, Citadels can almost shut down aggression because the AI has a very hard time dealing with them and doesn't take account of their effects (I've seen AIs sit units in a citadel in my territory once it had finally beaten the defender, and stay there ignoring the damage they're taking - they'll also often try to surround the citadel). Just create half a dozen units and make sure to keep them upgraded, and make sure you have roads between your border cities so you can respond quickly (the AI will rarely if ever attack a city inside your territory). If necessary, buy walls/castles etc (or build them while buying the tech buildings etc. you'd otherwise be making).

EDIT: Japan is actually more of a threat than many civs, because the AI generally tends to throw damaged units away by attacking with them, and this obviously works well with the Bushido UA; for the same reason the Citadel is less crippling to them. You'll need to make sure you have sufficient ranged units to ensure you can destroy Japanese units in one turn's attack if they're one of the Civs declaring war on you (and actually attacking).

worst case scenario just make a citadel with a GG.

Not even a 'worst case'. If you aren't being aggressive, and because GG benefits don't stack, if you have multiple GGs they aren't useful for anything except turning into Citadels or Golden Ages anyway, and Golden Ages from Great People last progressively fewer and fewer turns. I almost always have too many GGs if against aggressive opponents.

my capital is NOT my science city because my capital will always have good science anyway and if its my science city then my gold city has to make science.

On Emperor I've taken to making my capital my primary gold city; if you start early, you can often be buying buildings/RAs/CS friendship as soon as they become available.

oh and if you have an enemy sell it your iron and horses - sometimes if the ai has its stuff through trade it doesn't settle for it and when it declares it loses your resources (or when you declare?) and its units get combat penalty. even a scout can pillage, so keep scouts around the map and watch for those exterior-border 8 iron tiles that can ruin an AI to lose for a few precious turns.

I like this idea. I'll have to start trying it.

Actually you don't need the 5 archers to defend, if you take the Oligarchy social policy 1 or 2 can suffice in holding a city on prince, and NEVER give the AI open borders, it allows them to find out how many units you have and if it's low they will very likely attack.

I think the AI uses its equivalent of the Military Advisor to decide when to attack; I haven't seen enemies diligently scouting me before launching attacks. Also, the AI will often declare war because you've settled a city close, or they have what they calculate is a critical mass of their units around your borders - so they can already see if you have anything immediately able to defend their target. So I haven't run into any problem ith granting/selling open borders.

Unless your playing standard on smaller size start with 2 scouts, often times you can make the amount of ancient ruins you can take make it more then worth it, best is if you get a weapon upgrade because they turn into archers

Ruins can be very useful if stumbled across later in the game too - just make sure you explore them with a unit that's upgraded as highly as it can be at your tech level. I explored a ruin with a Pikeman shortly after getting Civil Service (having upgraded it from a Spearman earlier). At my current game state - 1430 or so - it's not only still alive several centuries later but is still the the only Rifleman in the world.

see little gain in fighting against the same dumb AI with more unit spam

Since the AI is the same, I'm not sure why this is my experience, but I've tended to find that on King and Emperor the AI is often less aggressive past the early game and plays better as a result; whatever its bonuses they aren't just to units.
 
On Emperor I've taken to making my capital my primary gold city; if you start early, you can often be buying buildings/RAs/CS friendship as soon as they become available.

yes, that is what i try to do unless i am forced to use it as a production city. i also like to avoid using gold for much of anything early game because its just too valuable.
 
Actually I'm pretty sure open borders DOES increase their likelyhood of attacking if your cities are not well defended the post here from Rohili says as much http://forums.civfanatics.com/showthread.php?t=395763 and I initially read this on this forum anyway, tried it out and those weird situations where someone would just attack when I moved away my army for different conquests just dissapeared.
Ofcourse the AI still has more then enough reasons to want to take your land but in my case I noticed a sharp decline in early game DoW's.

And they fixed the ruin upgrades on a single unit, i.e. you can't turn your warrior into a rifleman by taking 2 lucky ruins, you simply can't get more then 1 on a single unit now, best you can do is turn your warrior into a spear or your scout into a archer, obviously the latter is far better as it basicly allows for a archer that is, with half decent control, immortal.

Not sure what map your playing but apart from the occasional ancient ruins on an island the main continent ones are always all gone fairly quickly, but on a huge map if you spawn on the main continent there are A LOT of them, even with the AI scouring for ruins I can generally grab about 5 per scout, usually sending them out in opposite directions and always giving me at least 1 scout archer that you can easily keep alive and make great use of until you have to upgrade it from crossbow.
Also, trying to find ancient ruins with non-scout or horse units beyond the first 30 turns of the game the chances they'll still be there is remote because those units move really slow.

I think your assumption about them attacking less in the early game on higher difficulty is wrong, from my experience I can't say that when I switched from prince to king I got less early game DoW's, if anything the opposite.
And from what I've read on these forums switching to higher difficulties (altough more specifically immortal and deity) will only increase the amount of rushes they send you.
I'm quite sure they don't make any different choices on higher difficulties the main difference is they get more and more gold, science and culture boosts which results in more units. As a result of this they might attack you earlier, because they think they can take your force, or later, when your score get's too much out of control and they basically do a 'last ditch effort' before their puny militaries can't do anything at all (you'll almost always get the leader saying the really don't want to fight but it's their last chance, or something to that effect).
 
Actually I'm pretty sure open borders DOES increase their likelyhood of attacking if your cities are not well defended the post here from Rohili says as much http://forums.civfanatics.com/showthread.php?t=395763 and I initially read this on this forum anyway, tried it out and those weird situations where someone would just attack when I moved away my army for different conquests just dissapeared.

Granted, that may well be the case if you play aggressively and the AI wouldn't normally attack you - learning that your army is elsewhere could well change its decision (though I'm somewhat surprised it can play that well). Since I generally play defensively, all my army is usually available to attack a target. I have had an exception - Japan attacking while my army was fighting the Mongols. But I didn't have open borders with Japan in that instance either.

And they fixed the ruin upgrades on a single unit, i.e. you can't turn your warrior into a rifleman by taking 2 lucky ruins, you simply can't get more then 1 on a single unit now

This was a pikemen that I'd manually upgraded from a spearman before it went into the ruin.

Not sure what map your playing but apart from the occasional ancient ruins on an island the main continent ones are always all gone fairly quickly,

Earth map, standard size - the ruin was in Britain, which at that map scale is about four hexes and in this case had no useful resources. I grabbed it after clearing barbarians there. But if you have ruins in your territory and you've had the useful bonuses already (say, you've already had an archer upgrade when your scout explored a ruin), you could always keep it until later in the game if there's no chance anyone else will get it, when it could potentially give you a better unit or tech than you'd get early on.

I think your assumption about them attacking less in the early game on higher difficulty is wrong, from my experience I can't say that when I switched from prince to king I got less early game DoW's, if anything the opposite.

I just play the way I did to beat Prince (which initially got me with early rushes), building a few units as a deterrent and then focusing on other things, just producing units enough to avoid 'X can wipe us off the face of the earth' military advice. This tends to discourage early declarations at all levels. However, the games I've played with fewest war declarations overall (including a game with none at all on an island map on King) have been at the higher difficulties. I'll grant that this may have as much as or more to do with my getting better at this version of the game than AI behaviour, however - I haven't yet tried going from a higher difficulty back down to a lower one to see how differently the AI plays.

In my current game, I had only one early rush - and that with about three Mongol warriors; I've certainly been rushed more impressively at lower levels (by 'rush' I'm generally thinking 'game is still in BC'). The only other early-ish attack was by the Japanese when I settled my iron city, but that appears to have been a strategic attack rather than a premeditated rush.
 
Does anybody have any tips so I can keep up with the computer for a science victory?
All victory conditions in Civ5 are benefited by war and the spoils it brings.

One of the major contributors to science is population. War brings a large puppet empire, which brings a large population, which provides science. Just make sure to pick social policies that keep your empire happy.

Alternatively, Research Agreements are very powerful, especially with the Rationalism opener and the Porcelain Tower. Even without Rationalism and the PT, RAs are still very powerful. With Rationalism and the PT, it could be argued that RAs are actually over-powered.

Another good way to help with science is Great Scientists. Chuck some money at a maritime city state or two and pop some citizens into a University and you'll soon have a few GSs to push you up the tech tree.
 
All victory conditions in Civ5 are benefited by war and the spoils it brings.

In principle, but not so much in practice, at least for one of the victory conditions. Culture victory requires you to focus heavily on the 'culture' tech path, which provides few units, relies on getting cultural buildings and Wonders early, stalling unit production, and forces heavy specialisation in a small number social policy branches. most of which won't provide immediate (or any) benefits in combat (Piety is of little or no use to an aggressive civ and gives extra benefits for non-combat culture builidings). Puppeting cities prevents you from controlling their output, which will rarely be cultural, and can deny you valuable National Wonders. This is the case for science victory as well; if you rely on puppets, Oxford University is pretty much out. Even Diplomacy forces you to limit militarisation while you tech to Globalization (again, following a tech path that does not provide many good military units, especially in the later game), and since you want a healthy income and need to support the usual array of tech and culture (for Patronage) buildings, any money saved on unit maintenance is an advantage - although puppeting or annexing some cities is a good way of raising extra money.

The higher the level you're playing on, the more trade-offs are forced by time and production constraints; at higher levels culture victory is pretty much impossible if you play a military-heavy strategy. It's essential for diplomacy at all levels, because grabbing city-states is going to cause conflict sooner or later and you'll need to attack, capture or liberate CSes from time to time, but not at a scale where you can control large puppet empires.
 
In principle, but not so much in practice, at least for one of the victory conditions. Culture victory requires you to focus heavily on the 'culture' tech path, which provides few units, relies on getting cultural buildings and Wonders early, stalling unit production, and forces heavy specialisation in a small number social policy branches. most of which won't provide immediate (or any) benefits in combat (Piety is of little or no use to an aggressive civ and gives extra benefits for non-combat culture builidings). Puppeting cities prevents you from controlling their output, which will rarely be cultural, and can deny you valuable National Wonders. This is the case for science victory as well; if you rely on puppets, Oxford University is pretty much out. Even Diplomacy forces you to limit militarisation while you tech to Globalization (again, following a tech path that does not provide many good military units, especially in the later game), and since you want a healthy income and need to support the usual array of tech and culture (for Patronage) buildings, any money saved on unit maintenance is an advantage - although puppeting or annexing some cities is a good way of raising extra money.

The higher the level you're playing on, the more trade-offs are forced by time and production constraints; at higher levels culture victory is pretty much impossible if you play a military-heavy strategy. It's essential for diplomacy at all levels, because grabbing city-states is going to cause conflict sooner or later and you'll need to attack, capture or liberate CSes from time to time, but not at a scale where you can control large puppet empires.
I go military heavy almost all the time and can easily get any victory I like on Immortal.

Culture is probably my most frequent victory as I find it comes quite easily. Lots of puppets means lots of garrisons and each one is +3 culture with that policy in honour I can't remember the name of. That's a drop in the ocean compared to the money you get from a massive puppet empire. Money can be plowed into the purchase of culture buildings, or into maritimes, so you can have lots of excess food to feed citizens on high production tiles, which in tern, makes building national wonders quite quick.

One of the benefits of the military heavy route, is that you can stop the AIs from beating you to any particular victory. Hiawatha building too many spaceship parts? No problem, just crush his empire and no more spaceship parts for him. Egypt got too many social polices for your liking? Same deal; crush him down to a tiny tundra city.

Basically, military heavy (as well as being quite fun) means that you don't have to out-perform the AIs in culture or science (although you probably will) you just need to make sure to cripple them, so they can't out-perform you; then you can take your time. There's nothing like breaking Gandhi's legs to stop him racing you to the finish.

To be fair, military heavy is quite easy VS peaceful in Civ5. I have a lot harder time of it trying to win peacefully, than via war. Maybe I'm missing a trick?
 
All victory conditions in Civ5 are benefited by war and the spoils it brings.

One of the major contributors to science is population. War brings a large puppet empire, which brings a large population, which provides science. Just make sure to pick social policies that keep your empire happy.

Alternatively, Research Agreements are very powerful, especially with the Rationalism opener and the Porcelain Tower. Even without Rationalism and the PT, RAs are still very powerful. With Rationalism and the PT, it could be argued that RAs are actually over-powered.

Another good way to help with science is Great Scientists. Chuck some money at a maritime city state or two and pop some citizens into a University and you'll soon have a few GSs to push you up the tech tree.

Agreed, best way to catch up with a runaway AI is get a large puppet empire. You can be better than the AI in war strategy, but when it is getting bonuses on tech, production and commerce, it's hard to catch up by peaceful means, no matter how well you optimise your economy. Get gold from puppet cities and buy science improvements in your key cities would be how I would go about it (King/Emperor level).
 
I go military heavy almost all the time and can easily get any victory I like on Immortal.

Sure. You can get any victory (though culture is more difficult, as noted) using military strength. However that isn't the same as suggesting that all victory conditions *benefit* from a military path. Neither science nor culture requires military action to succeed, and culture in particular doesn't much benefit from it.

One of the benefits of the military heavy route, is that you can stop the AIs from beating you to any particular victory.

To be honest, this is a problem with the Civ game engine - not Civ V, but the series generally. It doesn't provide very many options other than war that can act to stall or prevent opponents from claiming victory, so if they're that far ahead you pretty much have to wipe their capital/culture city etc. It works more effectively in Civ V than the earlier games because of the notoriously poor combat AI; in the older games the AI actually *could* defend its capital without a massive technology advantage.

The way to get round this is basically by teching faster yourself - which you are more easily able to do if you don't focus so heavily on military production/techs/policies. You can get through the tech tree faster by researching your 'core' tech path (in this case the Apollo Program) first, and then once you approach a point where you need techs from other paths to progress further, going back to research supporting technologies in other paths later, since that way you complete low tech research much more quickly. For instance, if you concentrate on teching to Education, by the time you get to that stage you can likely research Iron Working in one or two turns, rather than the 10 or so it would take if you researched it as soon as it becomes available. This also unlocks access to higher technologies that you can grab with a Great Scientist while you're taking your supporting techs, rather than either wasting the GS on a cheap technology or squandering rapid research by having him sitting around until you get higher tech access. However, this option isn't available with a military-heavy strategy that forces an early-game focus on techs that produce good units (no neglecting Gunpowder or Chivalry).

Also, in Civ V the other victory conditions are decoupled from things you can easily derail through conquest unless you wipe out a large portion of the civilization. Take the capital? Who cares, diplomatic victory doesn't care what your population is so it makes no difference unless it drastically reduces the AI's gold reserves. Culture victory doesn't care unless you hit a heavy culture-producing city at the right time to prevent them getting their final policies, or while they're in the midst of creating the Utopia Project and can't complete it in time anywhere else. By contrast it was much harder to destroy/capture a single cultural city in Civ IV, but it was all you needed to do to completely nullify an attempt at culture victory.

In any case, does the AI ever actually try to complete the spaceship even on Immortal or does it just create a couple of parts and stop?

Basically, military heavy (as well as being quite fun) means that you don't have to out-perform the AIs in culture or science (although you probably will) you just need to make sure to cripple them, so they can't out-perform you; then you can take your time. There's nothing like breaking Gandhi's legs to stop him racing you to the finish.

To be fair, military heavy is quite easy VS peaceful in Civ5. I have a lot harder time of it trying to win peacefully, than via war. Maybe I'm missing a trick?

You're missing the point rather than a trick, I think. It's notoriously much easier to win in Starcraft by rushing the opponent at 6-8 minutes than it is by playing a macro-heavy game with more complex strategy, and this is true even against human opponents rather than just against an AI that is particularly bad at the aspect of the game the military-heavy approach exploits. What's more, this stops working at higher levels in Starcraft only because you come up against opponents who can anticipate these rushes and adapt. In Civilization, you play against an AI that is never going to be able to adapt to this kind of 'rush' strategy. I wouldn't say that entails that Starcraft strategies *benefit* from rushing the opponent at 8 minutes; on the contrary more serious SC players tend to look down on it as a bad way to play that doesn't involve learning what the game actually offers strategically. Your approach doesn't benefit what you're doing, in the sense that it doesn't accelerate progress towards your science or cultural (and probably often not your diplomatic) victory condition, it just lets you win by playing badly since you can compensate for your empire's slow scientific or cultural growth by ensuring the opposing civs can't win the game first - as opposed to putting yourself in a position where the opposing civs couldn't win at all if they wanted to.

In my last game only one civ was eradicated and I was at peace with most of my major rivals for the larger part of the game, with the exception of Arabia - who became less and less of a threat as the war took such a toll on their finances that they couldn't support city state allegiance. By the end I was 11 techs ahead of my rivals, had alliances with every surviving city state, an unassailable capital, and none of my rivals were far enough advanced culturally to be a threat. I could have chosen one of three victory conditions to win the game without competition, without ever needing to smash anybody's spaceship or even go to war with any science-focused civ. I'd argue that simply being able to be that far ahead, reaching the modern era in the mid 19th Century and so forth, constitutes better play than letting my rivals get ahead of me in victory progress and then beating them up. Clearly my victory conditions, while they benefited from some warfare, didn't benefit from overmilitarisation - if I'd gone on a rampage I'd have suffered depressed growth, weaker science, less cultural development, and may not have had the spare gold reserves for all the research agreements and city-state alliances that kept me ahead (since I'd have to fund courthouses and happiness buildings in conquered cities).
 
Agreed, best way to catch up with a runaway AI is get a large puppet empire. You can be better than the AI in war strategy, but when it is getting bonuses on tech, production and commerce, it's hard to catch up by peaceful means, no matter how well you optimise your economy. Get gold from puppet cities and buy science improvements in your key cities would be how I would go about it (King/Emperor level).

This is Civilization. In any Civ game, if you fall behind, warfare is the only way to catch up. I still maintain that that doesn't entail that the best way to catch up is the best way to play the game - the best way to play the game is the one that puts you in the lead in the first place and keeps you there. The AI bonuses are designed to make this harder to do, but that's sort of the point of playing at higher difficulty levels - it's meant to be more of a challenge. While it's not really more of a challenge to beat up the bad combat AI on Deity than it is to beat it up on Chieftain. I was playing my last game on Emperor, and despite all the AI bonuses was leading in score for most of the game, and in science and gold for almost all of the game.
 
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