Mid/Late game tips on Prince or Monarch

Of course, at these rates the opponents aren't
The emphasis point is that as a player goes faster less and less buildings have time to pay off... And with fewer buildings the player goes even faster, which means even fewer buildings. In the end, granaries are keepers, hammer multipliers likely, racks and libraries probable and anything else just no. okay, in space race you want some science multipliers too - laboratories in particular.

So the answer to lots of buildings (espionage including) is just to do stuff which is faster and more efficient.
 
He is also playing AIs. Even though they do employ espionage they do not do so in an effective manner.
 
The only time that espionage becomes essential in a space-race is when you just barely have caught up with the AIs and it's a tight race. Then it can make a whole lot of sense to utilizes espionage agreesively to spoil certain AIs victory conditions by blowing up culture multipliers or sabotage spaceship parts.
But even then, in most of the cases, that can be done with military means... but if you are too weak it might be the only option available.
 
Of course, at these rates the opponents aren't going to have the capabilities of performing espionage.

Even with opponents that have a lot of EPs on you, they're gonna do little more than poison your water supply every 4-5 turns or destroy a workshop here and there. Really not worth worrying about in any way. And you can avoid all of this just by not being anyone's worst enemy.
 
In general, not worth building. Maybe if you are playing a very :espionage:-focused game, which is probably worth it only on deity. Best cure for war unhappiness is fighting faster, more efficient wars.

Best cure for unhappiness is whipping away the unhappy faces :whipped:
 
Building aren't going to make your cities productive -- focus on how the city is using its tiles and specialists. Never work unimproved tiles, whip them away or run specialists instead. Always try to settle your cities with at least one food resource tile that can be worked. Choose a city's improvements based on what it needs and what you want out of that city (production, commerce, great people) -- for example, windmills can make more sense than mines in a city that lacks food. Aim for at least six cities by 1 AD, and if you can't get that many peacefully, plan to go to war.

Edit: More generally. Getting better at Civ is all about economy. I don't mean cottages and specialists, I mean the allocation of scarce resources which have alternative uses. Everything in Civ is a resource -- hammers and money primarily, but also worker turns, units, espionage, anything the player has control over. All resources can be used in multiple ways, so every decision is a decision of tradeoffs -- you're getting something and sacrificing something else. For example: Stonehenge costs 120 hammers -- the same as two workers. Which is really more valuable to you? You could dedicate those two workers to chopping monuments and you'll basically get the benefit of Stonehenge and have two more workers when they're done chopping. It's not exactly as simple as that, because chopping also requires bronze working, costs forests and takes longer (and you don't get the culture and GPP from Stonehenge), so I'm not saying never build Stonehenge, but consider your alternatives and what will really benefit you the most. The Pyramids costs the same as five settlers. Is the ability to switch government civics worth more to your civilization than five more cities? Maybe it is, but be aware of and weigh the cost.

I'm sure it sounds like I'm down on wonders, but I'm just using them as examples because they have high costs. There's nothing wrong with them, their costs are probably balanced to make most of them useful, but they'll only be the most efficient use of your hammers in certain circumstances.
 
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