This is probably one of those questions with dozens of 'right' answers, and I'm sure over time I'll figure out what works best for me and go with that, but for the more expierienced players:
How early do you identify the victory condition you're going for?
I was kindof taking a time victory for granted until, at the end of the 20th century, Joao made a huge diplomatic move and leapfrogged me (ended a world war before I could turn my attention to France, made them his vassal state, and beat me by a handful of turns to the UN).
I'm friendly with the Joao, so muscling him with my military isnt really an option. I still have a huge tech lead, so I'm falling back on a space victory... but if I end up losing its going to be b/c I wasnt focused on a particular victory condition and just let the game come to me... not a mistake I intend to make again. :S
Well, first off, I never go for a time victory. The end score is too low, it takes too long, there's a good chance the AI will "blunder" into another victory before you... and it's boring!
Sometimes I decide right off the bat, when I choose the leader (or am assigned one, if I'm playing with random leaders on). For example, if I play as either of the Caesars, or Boudica, or almost any of the aggressive or charismatic leaders, I'll almost always go for a domination win.
With other leaders, I usually need to explore the map first and meet all the other leaders--so it could be shortly after Optics on most maps (continents, hemispheres, etc.). Once I know the full situation I can usually make a better decision about the chances and effort required for each victory type.
I need desperate help w/ warring. I know, build lots of seige. But my problem resides in BUILDING an army. I can never seem to build an army capable of crushing the AI w/out crushing the economy. Come to think of it. I can't even build it at all. Please Help.
This requires more than just a quick answer. Check the
war academy (including some of my own articles, such as the one on the Early Rush) for some help.
But in a nutshell... you have to anticipate that an army, especially early in the game, is going to drag down your economy--that and the cities you acquire what with the additional maintenance and all. First off, remember that you will lose units and this will, ironically, help you, as you will decrease your maintenance costs as the units die and vanish. Second, be
very choosy about which cities you keep; they should provide some benefit relatively soon, otherwise, raze them instead.
Finally, once you have the techs required for your units, go after techs that will help your economy. Early in the game, these techs are The Wheel (for roads for trade routes), Sailing (for river/coastal trade routes), Pottery (so you can improve tiles with cottages), and Writing (for Open Borders for trade routes and for libraries so you can run some scientists to help your research while the science slider is in the tank). Later on, you'll want to make Currency and Calendar into priorities either for researching, or, more likely, to acquire through trade (the AI prioritizes those techs).