Making the transition from Prince to King difficulty

MarsRobert

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I think my thread title says it all here. Over the past 5-6 months I've been playing at the Prince difficulty level and have more often than not won, or at least managed a respectable score if I didn't win. I therefore thought it was high time I took the plunge and started playing at the King level. I have found over the past few weeks, however, that the King level is significantly more difficult than the Prince level. At the King level AI Civs seem to betray and attack you at the drop of a hat, and by the industrial era I find myself hopelessly behind in the technology and wonder-building race.

Not sure what I'm doing wrong or what I need to do to improve? Do I need to do more micro-management of the cities? This is about the only thing I can think of. Anyone have any thoughts?

BTW, as an aside, I loved Cvi2, hated 3 and 4, and think Civ5 is the best Civ yet. I think getting rid of the monster stacks and making the units more robust were long overdue improvements. Combat is now much more tactical and interesting. Also, I think it's hilarious that George Washington sounds like Bill Clinton, and I can't stand that little twerp Ramkhamhaeng. I make trouble for him every chance I get! :lol:
 
Here's a simple warmongering opening that will win on king with any civ.

Hook up your resources - sell them to the AI - purchase a library - build the national college - build 4 warriors - tech to iron working - settle 6 iron - tech metal casting - bulb steel - upgrade warriors to longswords - win.

This doesn't include RAs which can be used to speed up the process and pick up civil service as well. Get Steel from the meritocracy policy via the great library or a great scientist.
 
Thanks Snarzberry. This sounds a lot like a Zerg rush! :lol: But seriously, I can see how purchasing a library and then building the National College will give your Civ a huge early technology lead. I'm going to have to try this in my next game.
 
I play emperor nowadays and have a win ration of 3 out of 4 games (after I sought some advice here) and I found that the higher difficulty level, the more you need to focus on what you are doing and why you are doing it and you need to have a general strategy from the very beginning and choose your SPs, techs and unit/buildings accordingly.

Scouting is vital so the first one or two units you build should be scouts. The first SP I take by default is tradition, the extra 3 culture shorten the time until you get the next SP considerably. Honor is a good 2nd pick because the barbs will come sooner or later.

I found that the one city NC start (micromanagement is also important) combined with researching Ironworking gets you into a position in which you can settle your second city so you have an iron supply (if you are not completely unlucky). If you then go for Philosophy you can sign one or two RAs and slingshot for the longswords. With 4 LS you should be able to conquer your first neighboring civ.

Of course there are a lot of fine details to this general strategy: you need to get your production, food and cashflow going, declaring war and conquering a civ has serious diplomatic consequences but with the new patch you usually have jst to wait until one of your neighbors DoWs you and after you repel the initial attack they are usually ripe to be destroyed, maybe even make peace when they offer for a juicy cash/GpT agreement and use the csh to upgrade your units and/or to build/rush by one or two catapults before you conquer them.

You will find a lot of articles on the finer points in this forum but generally if you start like that you should be able to win any King game with no probs whats o ever...
 
I play emperor nowadays and have a win ration of 3 out of 4 games (after I sought some advice here) and I found that the higher difficulty level, the more you need to focus on what you are doing and why you are doing it and you need to have a general strategy from the very beginning and choose your SPs, techs and unit/buildings accordingly.

Scouting is vital so the first one or two units you build should be scouts. The first SP I take by default is tradition, the extra 3 culture shorten the time until you get the next SP considerably. Honor is a good 2nd pick because the barbs will come sooner or later.

I found that the one city NC start (micromanagement is also important) combined with researching Ironworking gets you into a position in which you can settle your second city so you have an iron supply (if you are not completely unlucky). If you then go for Philosophy you can sign one or two RAs and slingshot for the longswords. With 4 LS you should be able to conquer your first neighboring civ.

Of course there are a lot of fine details to this general strategy: you need to get your production, food and cashflow going, declaring war and conquering a civ has serious diplomatic consequences but with the new patch you usually have jst to wait until one of your neighbors DoWs you and after you repel the initial attack they are usually ripe to be destroyed, maybe even make peace when they offer for a juicy cash/GpT agreement and use the csh to upgrade your units and/or to build/rush by one or two catapults before you conquer them.

You will find a lot of articles on the finer points in this forum but generally if you start like that you should be able to win any King game with no probs whats o ever...

There's a few big things missing from this that I have noticed in the jump between prince and king. All of your points are valid and helpful, just adding some things that I focused on as well in this transition.

- Luxuries are *key*!! You have to try to get them online and traded as soon as you can. The higher the difficulty level goes, the more important this becomes. Don't forget to trade them again as soon as the 25 turns ends - keep the cash flow going. To this point:

- Sell, sell, sell so you can buy, buy, buy. Use the cash to rush buy buildings, rush buy units, and upgrade your military - but make sure you use it. If you don't use it, anyone you make a DoF with will start demanding it of you.

- City-States are not needed, but can help; but by all means avoiding fighting them unless they declare war on you. If you are the aggressor to 2 of them, the rest will likely declare on you as well. The last thing you need as you grow in difficulty levels is a war on every front.

- Your military is not expendable. Do everything in your power to keep every unit alive as long as you can. Those later upgrades are absolutely devastating if you can keep units alive that long.


There's probably more to add to this, but these are 4 key things I would focus on. Luxuries are something I ignored trading for a long time, because I figured the happiness worked fine for me (and also in the lower difficulties, the AI has less and less cash.) If you need the happiness, buy a city-state with the luxury sale, and you get other bonuses as well as the happiness back from the acquisition of another luxury.
 
- Luxuries are *key*!! You have to try to get them online and traded as soon as you can. The higher the difficulty level goes, the more important this becomes. Don't forget to trade them again as soon as the 25 turns ends - keep the cash flow going.

good point, and make sure you sell spare lux as soon as they become available because your friends have the annoying habit to ask for them as a gift if you have a spare one...
 
Thanks for the additional tips. I believe I am aware (if I don't always fully practice) most of the additional points you guys mentioned.

One of the things mentioned here though that I am starting to take a little more seriously is scouting. In the past I had usually neglected recruiting a scout, and I admit that I probably wait a bit too long to recruit my first naval unit for sea reconnaissance. This was probably because I was too focused on building wonders in my capital at that time. I do understand now though that wonders aren't everything.

Snarzberry, in the game I played last night I tried your early library/national academy gambit, and it worked liked a charm! It kept me competitive at least until the early modern era, and IMHO it was worth the sacrifice of an early wonder or two. I will probably do this from now on in my games.

Someone also mentioned attacking city-states. I did an early attack on a neighboring one, and I believe this did hurt me politically in the long run.

Alas, in last night's game my usual nemesis, Siam, did me in. That 'Father Governs Children' perk I think skews the game badly. My experience has been that if you don't hobble Siam early, by the modern era they become an unbeatable monster. God I hate that little chump Ram! :mad:

I've found military wins are quite hard because you get killed by unhappiness as you conquer additional cities (especially above the Prince level). What's the fix here? A lot of happiness improvements? Making the conquered cities vassals instead of annexing them outright?

One more thing. There may be something I'm not kenning about rush-buying. It seems very, very expensive in Civ5, even if you have the Big Ben wonder. As I recall in the early Civs rush buying was cool because you could usually do it a couple turns before normal completion without spending too much money. If it's the same in Civ5, I'm not seeing it.

"I will attack Gen'l Grant's army and destroy it, before he does the same to me." - Robert E Lee on the eve of the Battle of the Wilderness. :king:
 
regarding the happiness issue, you definitely want to puppet those conquered cities because that only costs half the happiness...further you will want to ask yourself: "Do I need this city" because of resources, strategic location or another reason and if the answer is "Nope" simply raze it. As far as I know (someone please correct me if I'm wrong) there is no diplomatic penalty for razing cities...

one other thing: building wonders is overrated...you only need to build selected wonders if you go for cultural victory...if you choose the NC start wonders will only slow you down...
 
Scouting is vital so the first one or two units you build should be scouts. The first SP I take by default is tradition, the extra 3 culture shorten the time until you get the next SP considerably. Honor is a good 2nd pick because the barbs will come sooner or later.

Totally agreed on scouting. On the other hand though, I will have to disagree with taking tradition as the first SP. I have proven mathematically in a different thread that using tradition to seemingly speed up SPs factually increases the next 2 SPs but actually evens out on the 4rth (which would've been the 3rd using another path) and then significantly delays every SP beyond that.

Don't get me wrong, opening tradition first is still worthwhile if you intend to get deeper SPs in the tradition tree but most higher level SP path involve 3-4 sp in your initial tree, 3 sp in patronage, 4 sp in rationalism and depending on your expansionnist vs cultural personnal flavour, 10-11 SP already gets you in the industrial era so most game approaches will only ever go deep into one of the 3 starting trees.

As for the OP, people mentionned selling those luxuries asap and as much as possible. Selling open borders will also significantly alleviate the gold stress, especially in early game. Having/holding on to a little stack of gold (rather than rush buying a bunch of stuff) will help you get much fewer DoWs in the early game while you have no units whatsoever as it is counted towards your total military strength since .275. Also, making use of declaration of friendship will ensure a given civ won't DoW you. On the other hand, it may sightly deteriorate your relation with other civs (DoFs generally create 2 gangs so pick yours...and there's always some loose AI that runs alone outside both DoF gangs)

What I wanted to bring up though is the significant increase of use/investment of gold into CSs as the game level goes up. The primary reason for this is how AIs have more gold we can trade for, but also because of the scholasticism policy in the patronage tree. This particular policy often gives more BPT bonus than taking every single policy in the rationalism tree all together. The BPT production of CSs goes up in level as their AI difficulty level also scales. Due to this, on any game where you expect to ally more than one CS (which you almost always should on king+ anyway), you should consider scholasticism like a must. This will significantly help you not being passed in the modern era. Last is use gold to sign RAs with DoFed civs. Especially in the late game where techs cost absurd beakers.

*edit* I suggested to hold on to gold stack rather than rush buying...but rush buying library to build NC is still a given it gives you so much extra early beakers...i meant more like don't purchase a granary, just hold on to 380g and spend it when you have a decent military. Purchasing barracks to speed up a HE (in a one-city NC+HE start for LS or rifling rush for example) can also be worthwhile because you get to speed the time you build your first few units by 10+ turns but sometimes purchasing it will lead to a RA breaking from a DoW so it is often a better decision to hold on to the stack.
 
regarding the happiness issue, you definitely want to puppet those conquered cities because that only costs half the happiness...further you will want to ask yourself: "Do I need this city" because of resources, strategic location or another reason and if the answer is "Nope" simply raze it. As far as I know (someone please correct me if I'm wrong) there is no diplomatic penalty for razing cities...

one other thing: building wonders is overrated...you only need to build selected wonders if you go for cultural victory...if you choose the NC start wonders will only slow you down...

Partially agreed for the first point. Razing city can be fine if all of the AIs in the neighborhood are crippled but taking a city to gift it to a civ or to sell it to a civ is generally a better option than razing it. An "awful" size~4 city that shares a border with a civ can sell for about 1200g given the civ is friendly. If you just give it to them to alleviate your happiness issue...well this might bring them back from hostile/guarded to neutral or even friendly because of the relative value of the gift...from which you can then get more gold from lux sales once again.

and then I absolutely totally agree that building wonders is overrated! For culture there are 3-4 that are an absolute must, for every other strategy, there are none that prove to be a must. If anything, you can always open the diplomacy overview and go to the third tab...see who got a particular wonder you were interested in and just attack him/take capital + 2nd city or so and you are almost guaranteed to get the wonder there. This obviously doesn't work with say the Louvre (stealing won't give you 2 free GAr) but for say TFP (the forbidden palace) which is nearly a must for total warmongering, it works perfectly. Passive bonuses wonders are better stolen than built!
 
Snarzberry, in the game I played last night I tried your early library/national academy gambit, and it worked liked a charm! It kept me competitive at least until the early modern era, and IMHO it was worth the sacrifice of an early wonder or two. I will probably do this from now on in my games.

Someone also mentioned attacking city-states. I did an early attack on a neighboring one, and I believe this did hurt me politically in the long run.

Alas, in last night's game my usual nemesis, Siam, did me in. That 'Father Governs Children' perk I think skews the game badly. My experience has been that if you don't hobble Siam early, by the modern era they become an unbeatable monster. God I hate that little chump Ram! :mad:

I've found military wins are quite hard because you get killed by unhappiness as you conquer additional cities (especially above the Prince level). What's the fix here? A lot of happiness improvements? Making the conquered cities vassals instead of annexing them outright?

One more thing. There may be something I'm not kenning about rush-buying. It seems very, very expensive in Civ5, even if you have the Big Ben wonder. As I recall in the early Civs rush buying was cool because you could usually do it a couple turns before normal completion without spending too much money. If it's the same in Civ5, I'm not seeing it.

As Snarz pointed out, NC start is the most consistent opener players agree uppon. It is very, very powerful.

As far as attacking CSs goes. I missed the reply someone said to do this but I will dare saying that they meant to attack a CS to "farm" unit promotions. This means to go with 2-3 melee unit to provide a front and 2-3 siege/ranged. If they really meant to take a CS...then I would have to strongly disagree. Wiping a CS is as harmful as a complete civ wipe in terms of global relationship. Wiping a CS or a civ is really, really harmful to RA success, luxury&open borders income and increases the chances that a bunch of civ talk one another into DoWing you the same turn which can prove to be very harmful to any strat if you don't have a few key chocking points in your empire.

Even when CS DoW me because they are allies of others, I tend to path around them rather than take them at the cost of a few turns to prevent being doomed on diplomacy. Last, whenever I see a CS that has been taken by another civ and have a chance to attack that civ, I will always liberate the CS rather than annex/puppet. This gives me a new bonus, a bunch of extra beakers through scholasticism, sometimes extra happiness esp when I have cultural diplomacy out. It is also good with worldwide diplomacy and costs NO happiness.

Next, I also find siam to be a somewhat painful civ to play against although a way you can help yourself deal with him taking such a huge lead is to bribe other civs to war him or vice versa. This way, you don't get involved in the war but you slow his tech progress, he also gets a few CSs to war him (thus he wont spend gold on taking them for at least the 60 turns it takes to go from -60 to 0 after peace). Another reason why siam is a pain is because of their UU breaking LS rushes down and even remaining a threat to rifles. A good way to counter that though is to build a few pikemens AND to use their upgrade path to rifles as they retain their 100% bonus to mounted. The upgrade from pike to rifle is very costful though so if you weren't going for a warmongering heavy game and didn't go into the professionnal army (honor right side) path, doing this is costful. It still rocks the crap out of Siamese on a renaissance rush though

Again next, total domination got harder in .275 because higher level AIs tend to build many more units from DoWs flying around non stop. Thus I agree that total dom wins are hard. On the other hand though, a wide puppet empire with 1-4 strong&tall cities is very good for a switch to science or diplomatic victory. Happiness issues can be tuned down by proper plans on SPs and by stealing TFP once an AI has it. Last, unless you play multiplayer games and need to field a HUGE army, annexing cities is generally not worth it. My first deity total dom game in .275 was with one city and about 75 puppets. Less of a happiness hit to have puppets, massive gold income so you can purchase units/buildings in your capital, buy more CSs (hell even hard build some late game wonders since you get so much gold you don't really need to build much stuff in capital)

A few SPs that I take when warmongering because they are only "1 sp away" from my regular path are:
Cultural diplomacy (+50% happiness from CSs lux...usually gives me 20-38 happiness depending on CS allying state)
Opening the freedom tree (averages out about 1.5-2 happiness per city since puppets usually fill merchant specialist slots)
And planned economy in the late game but by then the game is often "already won"

Last, rush buying is in fact pricy but when warmongering a lot and mass puppetting, you often have a lot of gold income. Even more if you settle fat peace treaty in your first few wars (don't expect anything the 2nd time you DoW the same civ)
 
One more thing. There may be something I'm not kenning about rush-buying. It seems very, very expensive in Civ5, even if you have the Big Ben wonder. As I recall in the early Civs rush buying was cool because you could usually do it a couple turns before normal completion without spending too much money. If it's the same in Civ5, I'm not seeing it.

Its not the same in Civ 5 unfortunately. What I meant by rush buying is outright buying units/buildings without ever starting to produce them in the town. In Civ 5 you never want to interrupt production of something in a city unless you absolutely have to, because you will lose all of those hammers you just had put into it with nothing to show for it.
 
Deau - Although I didn't always understand all the acronyms you used, I think I understood most of your points. So it seems then at King and above it's not a good idea to annex too many cities, but rather have a big puppet empire? Also, I hear you about bribing AI civs, though it seems that would take a lot, and I mean a lot, of gold, and because of how cagy the AI civs are at the higher difficulty levels you may not get a good return on your investment.

Sevople - Thanks for the clarification on rush buying. I hear you totally about the pitfalls of changing production in mid-stream. I've even been beaten to completing wonders with only 1-2 turns to spare, and boy is that ever frustrating!

BTW, last night's game at the King level was very strange, and I think it underscores just how duplicitous and untrustworthy the AI civs can be at the higher difficulty levels. Anyway, I'd had a good relationship with my neighbor Russia for a long time, and when the evil Siam attacked them in the mid-20th century I thought I'd better come to Russia's aid in order to try to blunt the expansion of Siam. I did this with great eclat, even helping Russia recover the city they had lost. Shortly after though, although I'd completed the Manhattan Project, I had no uranium so could not build any nukes. Siam of course had no such problem, and they nuked my capital (Paris) twice. Although I was badly hurt, I figured I wasn't terminally crippled, so decided to carry on. To make a long story short, while trying to repair the damage done by the nukes, Russia made peace with Siam and turned around and stabbed me in the back. At that point of course I threw in the towel. :mad:
 
Anyway, I'd had a good relationship with my neighbor Russia for a long time
I found that having good relations with civ who are on another continent is best. Neighbors = enemies (sooner or later)

Deau, you are right, it's often better to sell the city, but as I play continents I want my continent for myself...
 
Always be at war with someone from the start of the game and consider it normal! And play offensively. It will change the way you play totally. Peace is sometimes necessary, but normally as an interlude whilst you build up an army for an attack - which you should do with an army, not with individual units. When you have your army off invading your neighbour, switch to developing your lands or building up your next army for an invasion elsewhere.
Build an army of 4/5 archers as early as possible, and use them from the beginning of the game to take out rivals one by one and absorb their land. Use generals to lead your troops, so when you attack a city you can knock out a city's defences in two or three turns maximum, recover health and move on as fast as possible. This gives the enemy no time to organise a counter attack. Create puppets from taken cities and save your wealth for courthouses. Choose economic government improvements, and concentrate on building markets banks and stock exchanges to fund your war machine. The most important wonders are cultural wonders like stonehenge to expand your borders and let you improve your government options quickily; and the defensive wonders, but this is simply so your rivals don't get them which slows you down.

Its all a bit bully boy in terms of tactics.. and your game wont be as chilled out..... but works if you want to move up the levels tree and conquer King and the harder levels.
 
Deau - Although I didn't always understand all the acronyms you used, I think I understood most of your points. So it seems then at King and above it's not a good idea to annex too many cities, but rather have a big puppet empire? Also, I hear you about bribing AI civs, though it seems that would take a lot, and I mean a lot, of gold, and because of how cagy the AI civs are at the higher difficulty levels you may not get a good return on your investment.

Anyway, I'd had a good relationship with my neighbor Russia for a long time, and when the evil Siam attacked them in the mid-20th century I thought I'd better come to Russia's aid in order to try to blunt the expansion of Siam. I did this with great eclat, even helping Russia recover the city they had lost. Shortly after though, although I'd completed the Manhattan Project, I had no uranium so could not build any nukes. Siam of course had no such problem, and they nuked my capital (Paris) twice. Although I was badly hurt, I figured I wasn't terminally crippled, so decided to carry on. To make a long story short, while trying to repair the damage done by the nukes, Russia made peace with Siam and turned around and stabbed me in the back. At that point of course I threw in the towel. :mad:

Sorry for the accronyms, I will try and find the link to the old civ4 accronym list in case of need. Some are outdated but you can usually make sense out of it anyway

I wouldn't say mass puppetting is a higher level strategy as it is also fine on lower levels. It just happens to be very hard to produce as much gold with an annexed city (hard to beat AI in decision process to optimize it and also hard to stick to the "this city is a gold farm" perspective) and since gold plays a far bigger factor in higher level play, puppet empires with a few focused production city usually outdoes mass annexing. The annexing penalty to unhappiness is also of 125% until you have courthouse built so you do save on short term unhappiness and building upkeep using puppets.

Then, bribing wars is really not as pricy as it seems. Don't get me wrong, there are a few civs that are pricy to bribe but since there isn't any diplo penalty to such bribing, you can just go on the other end of the war and bribe the other. Regardless of warmongering flavour of a civ though, it is nearly impossible to bribe one through a DoF.

On the other hand, as an example, if ghandi and ghengis are at roughly neutral towards one another and you want ghandi to war ghengis just to draw some attention off of a flank. You could ask ghandi for a price to DoW and he's probably gonna ask you 800-1200g or so because 1. he has weaker military, 2. he has a low warmongering flavour. But you could also turn to ghengis and bribe him to war ghandi...which he will probably let go for 70-130g since he's the complete opposite for 1&2. You do NOT get any penalty in your relationship with Ghandi doing so. This particular factor makes bribing a very powerful tool whenever there are 1-3 warmonger AIs out like Mongolia/Japan/Greece/Vikings/Rome/Aztecs and quite a few others I can't think of on the spot.

As for your game with the siamese/russia situation. This in fact does blow although it's the super random factor of the 3 main DoW related changes that were implemented in .275 which I'm pretty sure I covered in one of my other 3 walls of texts -_- (sorry I'm awful for short and sweet). I do not know the exact tactical situation but if you know total military strengths between you and russia were close (or that you were higher), then the war might have came from that your units were "away" fighting siam leaving an open flank for the tactical AI change. The DoF is the best way around it but DoFs become harder and harder to maintain later in the games. A decent alternative is to have tried to "discuss" with russia before helping them with siamese to see if you could not get a relationship bump up for helping them this may or may not have solved the later problem though, it is just a small help.
 
In Civ 5 you never want to interrupt production of something in a city unless you absolutely have to, because you will lose all of those hammers you just had put into it with nothing to show for it.

Is this new in the .275 patch? I don't think I've switched production in a city since then, but I don't remember that being the case pre-.275, but I could always be wrong

To the OP, I think the best advice given so far (besides the basics) is to bribe the other AIs into war with eachother. This opens up many new possibilities and makes it much easier to control any runaway civ.

Also it is usually preferable to upgrade units than to hardbuild them when you get the appropriate tech, due to the promotions. I generally try to build 4-5 warriors, some catapults, and maybe a horseman afterwhich I am usually done building land units. With a force that size you should be able to limit your losses to none if you are careful enough (i.e. scout before moving you never know whats over the hill) By pre building your army you also gain the advantage of avoiding DOWs from the AI's.

Sell anything and everything you don't need for the next 30 turns, including your single lux and strategic resources. As you start to get more robust economies the game really opens up for you through bribing, CS alliances, rush buying, and purchasing. It is pretty powerful to sell all of your resources and replace them with gains from CS allies, do this whenever possible. This way you also gain the bonus for the flavor of CS you ally, all of which are good.

I would highly suggest watching some of Bibor and/or MadDjinn's videos. They both do an excellent job of explaining what is going on in the game and the reasons behind their decisions. I would argue that watching some of these vids is the best way for someone to increase their level of play
 
Is this new in the .275 patch? I don't think I've switched production in a city since then, but I don't remember that being the case pre-.275, but I could always be wrong

To the OP, I think the best advice given so far (besides the basics) is to bribe the other AIs into war with eachother. This opens up many new possibilities and makes it much easier to control any runaway civ.


It was in the very patch prior to .275 (I only really started playing civ5 late march/early april and it was in when I began), can't tell before this though. It is not a complete wipe though as one might think reading the first post mentionning it. It is a hammers decay over time. I'm sure the exact decay formula is listed somewhere but you can freely cut a production for 1-3 turns to engineer rush a wonder and complete it without any "harsh decay" of the hammers on the previous building

and thanks to encourage my comment about bribing :)
 
Thanks guys for the great and informative replies. I think my game at the King level is already showing some improvement from your suggestions. Again, even though I eventually went down in flames last night (with Catherine's double cross), still in all, I've never before made it to the modern era in a King level game, so I consider that great progress. :) Heck, I think before I start my next game I'm going to print out this thread and re-read it very carefully.

I'm glad to see that some of you have confirmed my suspicions that wonders tend to be a bit overrated. I think it is very true that although they are cool and you get a nice pic and quote :lol:, you need to weigh very carefully how badly you need a particular wonder. For example, I know there are a couple of wonders that are essential if you plan on going for a cultural victory, and the Great Lighthouse is must-have if you plan on having a big navy. Otherwise you are better off tying up your resources on other things. And as I mentioned, it is extremely frustrating to get beaten to a wonder, especially when it's only a turn or two. What a frightful waste of resources! :(

Oh, and yeah, I suppose I did know that concerning the AI Civ neighbors close to you, that most likely you will have to fight them sooner or later.

One more thing comes to mind though. What is the Forum's thoughts on city specialists? It seems that the more I play the more I've been going to this well, though I do understand that you need to be careful, as too many specialists can stunt your city growth as well as degrade your city's contributions in other areas.

BTW, yes, I did understand long ago that if you play at the higher difficulty levels then you'd better plan on putting your war helmet on. This is as true in Civ5 as it was in Civ2. Still in all, having become enamored with the concept of Karma from playing a lot of Fallout, when playing Civ I try very hard to keep a good Karma. That is, as a general rule I try to avoid starting wars or double crossing anyone. But then again, in the immortal words of the American Officer in 'Full Metal Jacket', "It's a hardball world out there son!" :crazyeye:

"No man kills me and lives!" :lol: - Nathan Bedford Forrest
 
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