I grow big worlds, so once the rival civ(s) are under control, start looking for a new capital. The original one is never founded atop railway lines, and later in the game those extra food and trade are a nice happy. The game rarely starts you off in 4000 BC right in the center of a big continent. So i find a better site, RR the spot, put a city there, and once it's big enough to pat on the head, it builds a new Palace. Sell the one in the old capital just before completing the new one. Never sold my Palace for any other reason, and only go Palace-less for that one turn. But have seen other civs do it: sell their Palace for 200 gp early in a game. Now it makes me wonder, is that a valid strategy for a human player, or only a desperate ploy by an imperiled AI civ? Have any of you CFFers done that, and if so what were the reasons and the results? Heck, i don't know, maybe everyone always sells their Palace right off the bat every time and i just never knew? 4000 BC starts with Despotism and one city, so the Palace doesn't do you any good right away. But, if quickdirty math is right, and you started the game with Bronze from the gods, can a fast 200 gp get you 3 veteran Phalanxes by 3880 BC? Or is it Phalanxoi? Is that an advantage which outweighs having a Palace? It means a lion's share of random huts, and a decent chance of catching a couple of your neighboring rival civs with their pants down. Two kills and a captured city in 3700 is a good start. Or, say that 4000 BC starts with Pottery from the gods and a shield-heavy river system. 200 gp suddenly appears, and that's a Militia in 3960, a Granary in 3820, and a Settler in 3780. 10 moves under the Mil's belt by then means that you know where a 2nd city goes, and another Settler is now coming in half the time. Two close cities by 3700 BC, a unit walking around exploring, the Granary in the capital allows an overload of military units, or a steady birthing of new cities, whichever course the layout gives you. A fourth city in 3420 with 3 more Settlers being built, that's a fine start. Can think of more uses for a free and early 200 gp, depending on the scenario's starting techs and landscape. But is it ever worth it? At some point, the bane of being without a Palace must outweigh the early boost. The question is, does that point usually come before or after, the turn when your civ has the capability to build a new Palace?