So here is my next question. One of the things that Im learning is important in CIV4 is city specialization. One of the many reasons this is the case is that can reduce the number of buildings you have to build b/c each city ideally will only have to have one type of buildings in it. Where I run into problems with this the concept in this game is that your cities create commerce which is then broken down into money and beakers (also culture and espionage) depending on where you have the slider set. If you is simple if it is a city with tons of commerce then you would built markets, grocers, and banks only and if it was a city lots of food and specialist then you would build libraries, unis, and maybe monasteries. If you look at the opposite case a game where you kept the slider at 90% the whole game (probably not realistic but you get my point) then you would build only science buildings in most cities. The problem Im having arises from the fact that I seldom have a game where I can keep the slider at 0% the entire time and I never have one where I can keep it at 90% for a significant portion of the game. I usually have it somewhere between 20% and 80% depending on how close I am to the two extremes of the SE or CE. In a GPP city the rules above stay the same but in a commerce city Im at a loss it seems that in a high commerce city you would have to build both. In a game where the slider was at say 40-50% on average then when is it over building and when is it necessary, are there any rules of thumb? I suppose you could do some kind of analysis but it seems to me putting an opportunity cost of capital if you will, on the hammers spent to build these buildings is non-trivial. Along the same lines in a typical game there are usually only a few places where I can found cities that are clearly one of the three types. Most cities may lean one way or the other but still have to be some degree of hybrids. If I was better, or more patient, with micro-managing, I guess at different times they would be more one or the other depending on tiles work etc, but buildings (and the hammers spent building them) are not temporary. So what do you do in this case? When does it make sense to build only +beaker or +money buildings, and when is it best to bite the bullet and build both? This is all a symptom of the fact that in some games I tech good but struggle to keep or build up a military to impose my will on the infidels, and in other games I can build huge militaries, but they only fight when they get paid and no matter how big your army is youre only getting so far if you leg very far behind in tech. So maybe the more general Question is how much is enough? Are there target or bench mark beakers per turn I should look to be cranking out at certain points in the game? I have a good handle on figuring out when my military is strong enough for various goals, but when Im not pumping out enough beakers this only becomes evident when its too late. As always thanks for any advice/discussion you can give me on this topic.