Sid Meier's Civilization V

Sid Meier's Civilization V

View Stats:
General pointers/advice for improving your Civ
We will use a few guiding principles to help beef up our civ game and get more vics, and faster vics

1. The early game is hugely important for establishing yourself
2. Anything that helps us is acceptable, even if it helps the opponent
3. Civ 5 is entirely a game about tempo

------------------------------------------
Policies
------------------------------------------
Every game you should fully max out either tradition or liberty as your first policy tree. They provide huge bonuses to your overall civilization, and it will give you a roadmap for what your goals are. Tradition civs want a couple cities that are huge, liberty wants a handful of cities that are (usually) smaller. There are some exceptions, such as early war civs, which may only want a couple points into either tree

Honor, Piety, Commerce, and Exploration are incredible mediocre. Situationally strong, but they suffer from the problem of "I should be doing something better with these points". Piety is the most playable of these branches, but suffers in the late game (religion just generally suffers in the late game due to rising costs), honor is useful in early war. Commerce is an all-star with Venice, but kind of a dud elsewhere. Exploration is an unfortunate mish-mash of two ideas, being a super coastal civ (cool) or winning through tourism (also cool), but is unfortunately underwhelming at both halves of what it does.

Rationalism is the best policy track. The science boost helps with all win conditions. The faster you unlock how you win, the faster you can win.

Aesthetics and Patronage are very strong, and suitable choices over rationalism if you are trying to win a cultural of diplomatic vic

It is worthwhile to save policy points after you finish tradition/liberty to dump into rationalism. Putting 2/3/4 points into rationalism as soon as it becomes available can easily swing your game.

As far as ideologies go

Tradition -> Freedom
Liberty -> Order
Trying to domination vic -> Autocracy

I do not recommend autocracy, it is definitely not as strong as freedom or order

-------------------------------
Techs
-------------------------------
Your highest priority in tech should be to reach the next science building. With the exception of domination vics, you must have a LOT of things researched to win, so getting higher science is correlated with getting more vics.

SCIENCE IS REALLY REALLY IMPORTANT IN THIS GAME.

I usually beeline straight to the next science building, but there are a handful of techs that are incredibly helpful early that are not on the science line. These are situationally strong, but you should note that every additional research you choose to pursue that isn't on the path to science is actively slowing you down, so you have to make the correct choice.

Sailing -> Acquiring a second trade route in the early game can be a significant boost to your science or food or gold. Even better if you have luxury fish nearby.
Mining -> I almost always grab this early, it opens up a lot of luxury resources and the production bonuses can help you finish wonders
Bronze working -> Revealing iron is important to civs that need iron. Also useful for giving production boost
Masonry -> Luxury resources, and walls are VERY nice to have if you are worried about early invasion. Mausaleum bonuses are very underrated, the 100 gold per great person adds up fast in an aesthetics build

A good rule of thumb, any tech that gives you a luxury resource is usually worthwhile. If a tech gives you a unique unit/building, its also worthwhile.

-----------------------------
City States
-----------------------------
City states serve a couple purposes for us

1. Contributes to a diplomatic vic
2. Provides strategic/luxury resources and special bonuses for friendship
3. Allow us to gain huge tempo swings by stealing workers or conquering the CS

Not all CS' are equal. Cultured and Religious CS are the very best, because the bonuses they give in those departments are relatively bigger than the food/unit/luxury bonuses from other CS'. We should prioritize cultured and religious city states when we are completing quests/buying friendship

Don't be afraid to steal a worker from a city state early in the game. A worker costs 70 hammers or 310 gold, neither is a marginal cost early in the game. To preserve resources and help with our tempo, our goal is to take workers from a city state or other civ. It is worth noting that declaring war on two city states in a short time or declaring war twice on the same CS will give you a permanent negative reputation with all known CS' (-20 to the standing relationship), which is why we also steal workers from other civs.


------------------------------------
Religion
------------------------------------
You should get a religion, but its more important that you have a religion than having a specific religion. Religions are basically just handfuls of random bonuses, some of them are fantastic, most of them are mediocre. Don't be afraid to get the last pantheon or the last religion, but keep in mind that the sooner you get a religion, the faster you receive the bonuses

I recommend
Tithe (all civs can use the bonus gold)
Fertility Rites (cash money belief in tradition civs)
Pagodas (SO STRONG, also any of the religion buildings are great and they stay in the city even if the city religion changes)

------------------------------------
Early Game/Early Goals
------------------------------------
Our goals at the start of the game are to settle cities, set ourselves up for success later in the game, and to explore the map

Some helpful tips for settling cities
-You want to be on a hill if possible (bonus production forever)
-You want to be on a river/ocean if possible (allows more buildings)
-You want to be immediately next to a mountain (allows building the observatory, a 50% science boost, also allows some wonders)
-Settling on top of a luxury resource automatically connects it once you have the appropriate research (-4 happiness for city and +4 happiness for resource cancel out)
-You usually don't want to be immediately next to jungle tiles (luxury resources under jungle tiles probably won't be worked until after you get education)
-Don't try to settle too far away, you will lose a lot of tempo (costs you money to support the settler instead of the city making you money, also you aren't building or growing in size when you're a settler, also easier to invade if your other cities are further away. A settler put down after 3 moves and a settler put down after 10 moves are drastically different in terms of tempo)

Some helpful tips for setting ourselves up for success
-Don't sacrifice your long term game to get a specific wonder (colossus is p strong but so far off the tech path, and you can easily win without wonder x y or z)
-Prioritize research that has an immediate impact (get luxury resources, strategic resources, a wonder thats great for you, etc.)
-Settle your cities on the map as fast as possible
-Acquire workers
-Establish a high population in your capital
-Establish a trade route (we usually prefer a food based internal trade route to help speed our city growth, especially the capital)

Exploring is a very underrated and often under utilized part of the early game in civ 5. With almost all civs, the first two things I build are scouts.
-Acquire more ruins (so higher chance you get a useful one)
-Find the best spots for settling cities (natural wonders yabish)
-Steal workers
-Meet players (trade away your 3 copper for a different luxury resource, etc.)
-Easier barb control

My early game with almost all civs will consist of
Scout, Scout, Granary, Settler, Caravan, Settler

---------------------
Wonders
---------------------
Wonders are fantastic, but losing a wonder halfway through construction is not. Try to be aware of where other players are on the tech tree, so you can better gauge if you will be successful building your wonder. If you are top literacy, you are probably in a pretty safe spot to build wonders. It can also be worthwhile to modify your city planning/tech research to help you hit certain wonders, just because the bonuses they give are so strong to you.

PSA: IF A WONDER GIVES YOU A FREE BUILDING THAT YOU ALREADY HAVE, SELL THE BUILDING WHEN YOU ARE 1 TURN FROM FINISHING THE WONDER

Thoughts on specific wonders

Great Library -> A nice early tech boost, but you should be establishing your civ during this time. I would rather have 3 cities than 2 cities with a Great Library on turn 50, simply because putting cities down fast and early is so crucial to winning. Can be worthwhile if you get great person bonuses (+2 scientist points is a lot, recommend Sweden) or are a hard science civ (Korea, Babylon). For these reasons, I also don't really like Temple of Artemis, Stone Henge, and similar very early wonders. You also should consider that because its so early, many people will have access to it at the same time, further reducing how likely you are to get these wonders. Its also worth noting that on higher difficulties (6+), the bots will almost always build these wonders faster than you can.

Oxford -> Save this for the end of the game. It will help you more there.

Petra -> In my opinion, one of the very best wonders. Its on the path to education, so you can easily incorporate it into your early game path. The extra trade route early can be a HUGE game changer, and it can turn a mediocre desert city into the star of your civilization. If you are looking to build Petra, I recommend beelining for it after researching writing, possibly picking up one or two other techs for quality of life (mining for speed, or techs that give luxury resources), and sending a food caravan to the city building Petra. I also recommend building it in second city you settle (the one after your capital), because that city will have more population than the third city (higher chance of finishing it). You should also be on the look out for lots of desert hill tiles, they become monsters with Petra (+1 food, +3 production before they receive any upgrades). Losing a Petra can be game ending, prepare wisely

Chichen Itza -> 50% longer golden age duration makes this one of the best wonders. Also on the path to education. Not nearly as game ending if someone else finishes it before you, but it still stings :(

Machu Piccu -> The gold earned from city connections is actually based off 1.1 x city population, so Machu Piccu is fantastic in both tradition and liberty civs. Adding 25% more gold can make you a very wealthy player. It is worthwhile to specifically settle close to a mountain to build this wonder

Culture Wonders -> If you want a culture vic, you need to get as many as you can. Other players acquiring these wonders means you will have a much harder time becoming influential on their culture. As a rule of thumb, if you miss more than 4 culture wonders, you should pursue a backup plan to win as well (unless you are a civ with inherent tourism bonuses)

---------------
War
---------------
Ranged units are much superior to melee units in Civ 5. Ranged units are incredible for defending, and a couple archers can usually hold off an invading AI.

Certain units are really far above the curve statswise. Almost all of these are ranged, most of them are boats.

Knights, Frigates, Battleships, and Bombers are superb. All the ground ranged units are superb. There are also quite a few special units, most of them are fantastic, especially unique variations on the already above the curve units

The later promotions are incredibly helpful. Try to preserve units and level them up. Specifically, the early siege units can gain an extra tile of range (putting them to 3), which makes conquering cities a breeze.

Be mindful of Zone of Control. Basically, it will take all your movement points to move from a tile adjacent to an enemy to another tile adjacent to the same enemy. ZoC has some weird exceptions and rules, specifically with cities and if the movement involves land + water.

Don't try to conquer cities without a proper army, you can take cities with about 5 units, but more is better. Surround the city as much as you can while staying out of range, kill off any units you can, then move all your units towards the city at the same time. You want about 75% ranged units and 25% melee units (only melee can capture cities).

-------------------
Civs
-------------------
When thinking about civs, there are usually a few things I keep in mind

-Unique buildings/units are much better the earlier they are
-Science and food are the most important numbers in this game, bonuses to either are very strong
-Production bonuses that are available early can drastically accelerate your game
-Most of the war related abilities aren't very good

Pro Tip: Babylon is the best Civ, Theodora the worst

---------------
Trading
---------------
We want to trade off all extra luxury/strategic resources. Sell your horses one at a time for 2 GPT, it will stack up very quickly. If a bot won't give you a 1 for 1 trade on a luxury resource, sell the luxury for extra GPT. It doesn't matter if its helping your opponent, its helping you to win faster. Same idea with research agreements.

------------------------
Winning
------------------------
Domination -> Its easier to conquer earlier in the game, people have fewer units, and don't have the resources/production to easily acquire more. Domination vics start early, but honestly Domination is probably the hardest vic to achieve. Your goal is to take a city state (they almost always have two luxury resources within their tiles), then start rolling down players. Snowball off your early successes and snag all those capitals!

Science -> The easiest vic, and one that rewards you for doing things you should already be doing (MORE SCIENCE). This is a fantastic choice for winning, and also an easy back up plan in case another route to victory falls through. It is worth noting that players receive a notification when you add a spaceship part to the spaceship, not when you build the spaceship part. You can build the parts and wait to add them until you have enough to win. This strategy does mean that the parts can be captured/destroyed while you are waiting, but if you aren't in an active war it shouldn't be a problem. Also consider that nukes can kill spaceship parts inside of cities (if they haven't been used on the spaceship), which is possibly one of the most horrible ways I've lost a game

Diplomatic -> Probably the second easiest vic. Similar to the science victory, you can hold gold and wait to buy city state friendship until you have enough to win. It is worth noting that you can't win on the vote when the UN upgrades itself despite it saying you can (I've had 40 votes at this spot before and was not given the vic, possible bug?), so be careful about revealing your plans too early.

Cultural -> You have to decide much earlier than Science/Diplomatic that you want a culture vic. You need to have great science as well, or you won't get to the proper wonders at the correct time. Your goal is so get as much tourism as possible, and we can modify our post-research labs tech choices to help us. We want to get airports for the tourism bonus, then we can exclusively research the top part of the tech tree to get to the Internet. This will let you get to internet a LOT faster than if you stay mostly evenly spaced on your end game techs. Put hotels, airports, and the national hotel wonder down, and then try your hardest to stop other players from getting vics. Its also worth noting that if you have one particularly cultural opponent, you can always war them out of the game to help your culture win.

Time -> Do people actually play time as a vic? My only advice for you is to stop winning passively, you'll probably get better at Civ
< >
Showing 1-14 of 14 comments
Grendalcat Jan 15, 2019 @ 6:17pm 
What level do you play most of your games on?
Thryden Jan 15, 2019 @ 7:01pm 
It's getting late here, so I only read the policy part, but will try to read the rest later. What I usually do with policies is:

1. Get the no maintenence and +1 happiness for garrisioned troops first (one is in tradition, the other in honor). To me, those are key early game to help keep costs down and protect your small but growing empire.

2. Depending on what I feel like, I'll bounce around in the first three policie trees. I don't really care for faith or city states, so I literally never get any techs in the fourth and fifth trees.

3. Once I get commerce, I get the half maitenence for roads/tracks. I like building larger empires so keeping road costs down is really nice.

4. If I'm struggling with keeping my people happy in that particular game, I'll get the full commerce branch to get the +2 happiness for luxury resources. If I'm good with happiness, then I'll work on the rationalism.

Not saying that what I wrote above is the perfect strategy, but it seems to work for me most of the time.
Arsenius Jan 15, 2019 @ 7:10pm 
Lol dont listen to bramblaster, go honor if ur a war pro, dont go honor to defend... also commerce sucks unless u have too much policy to spend it elsewhere... the tutorial is fairly good, just listen to the OP
zxcvbob Jan 15, 2019 @ 7:43pm 
You didn't say anything about the World's Fair. If you have good production, throw everything you have into the WF; put your cities on production focus and maybe send internal trade routes to boost your food and production. It is incredibly important. Taking first place in the WF should give you several extra policies, plus extra culture to defend against ideological pressure later. If you don't have good production, do whatever you can to get just the free policy, then switch back to whatever else you were building. You really don't want to overachieve here and come in second when you could have been several turns closer to finishing Porcelain Tower or Hermitage or whatever.

If all your cities are coastal (like a small continents or archipelago map), Exploration is very strong; you at least want the opener and the one that give extra production. This is a very viable place to put your filler policies between Tradition and Rationalism. (I usually put those in Commerce or Patronage)

Aesthetics is my least-used policy tree. But maybe that's just me.

The jump from Electricity to Radio is a good place to build Oxford. (be careful with the timing) Unless you know you have enough coal to buy/build 3 factories, this is the quickest path to an ideology so you get the 2 bonus tenets. Depending on the map and the AI's you are facing, Astronomy (for caravels and observatories) and Dynamite are also good places to spend Oxford.

If you go Autocracy, the first tenet you take should probably be Futurism. Then try to get Arts Funding passed in the world congress.
Thryden Jan 16, 2019 @ 3:35am 
Originally posted by ICON_ALPHArsenius:
Lol dont listen to bramblaster, go honor if ur a war pro, dont go honor to defend... also commerce sucks unless u have too much policy to spend it elsewhere... the tutorial is fairly good, just listen to the OP
Like, I said it's probably not the best alignment for policies, but I've beat countless princes and about to beat king very easily using that social policy method; so I don't see any issues with it.
Thryden Jan 16, 2019 @ 4:04am 
Your tips are really good, but you should really say as to what difficulty these tips best pertain too. I'm sure the best strategy greatly differs depending on what difficulty you're playing. For example:

I mostly play on Prince, I've just started doing King, and I find if I'm going for domination, that it's best to wait until late game, not early like you suggest. Simply because on those difficulties, it's easier to get above everyone else in the tech tree. I can get one or two unit tiers above the other civs if I wait until late game, so the enemy units can't even begin to attack/defend against my strong units. I could declare war on all civs simultaneously and still crush them all if I wait until late game.

But I could see on higher difficulties where its harder to rise above everyone else to attack early game.
Tarshaid Jan 16, 2019 @ 4:58am 
Originally posted by Bramblestar:
Your tips are really good, but you should really say as to what difficulty these tips best pertain too. I'm sure the best strategy greatly differs depending on what difficulty you're playing.

To put it simply: a strategy that will work on the higher levels of difficulty will also work on the lowest levels. The opposite cannot be said.

To add on the part where you wait until you have several tiers of technology in advance to all other civs: you've already basically won if you're at this point. You could do close to anything there, aim for any victory condition, and it would be nigh-impossible to actually lose. If you ever turn the difficulty up, you'll have to find a way to create such an advantage for yourself, rather than simply wait until the AI's mismanagement makes them fall behind you. Hence the emphasis others have already put here on rationalism as a social policy and beelining for the next science building. You'll need to find creative ways to get back on the multiple bonuses the AI get. If you can do that in a hard game, you'll do even better if the AI doesn't have unfair advantages against you.
BubblestationCPH Jan 16, 2019 @ 7:32am 
Early honer very powerfull, especially if coupled with raging barbs.

there will be countless rounds where you effectively gets + 50% culture
Arsenius Jan 16, 2019 @ 9:16am 
I would say OP's comments pertain to beating Immortal (not enough detail given in post to beat Deity). Honor as a second policy (just to get the culture bonus) with raging barbs can be decent, but don't get a second point into Honor till your Tradition is filled out. I play Imm/Deity, depending on whether or not I want to try.

One thing that I would disagree a bit with in OP is that I would argue that Tradition is the only thing you go for before anything until you can beat at least Immortal first. Liberty is only equivalently good if you're a pro.
fart it out clean Jan 17, 2019 @ 1:56am 
Originally posted by Grendalcat:
What level do you play most of your games on?
I usually play random civ on emperor w/ continents for funsies, but I've beaten Diety using these strategies if that's what you're curious about. The biggest change is how much of a threat the AI civs are (especially first 150 turns), as well as scouts become more useful due to earlier workers (AI start with 2 settlers and 2 workers, CS' spawn first worker much faster on Diety). I firmly believe the fastest possible vics are on Diety because of faster free workers.

Originally posted by Bramblestar:
It's getting late here, so I only read the policy part, but will try to read the rest later. What I usually do with policies is:

1. Get the no maintenence and +1 happiness for garrisioned troops first (one is in tradition, the other in honor). To me, those are key early game to help keep costs down and protect your small but growing empire.

2. Depending on what I feel like, I'll bounce around in the first three policie trees. I don't really care for faith or city states, so I literally never get any techs in the fourth and fifth trees.

3. Once I get commerce, I get the half maitenence for roads/tracks. I like building larger empires so keeping road costs down is really nice.

4. If I'm struggling with keeping my people happy in that particular game, I'll get the full commerce branch to get the +2 happiness for luxury resources. If I'm good with happiness, then I'll work on the rationalism.

Not saying that what I wrote above is the perfect strategy, but it seems to work for me most of the time.

I'm gonna try to break these down for ya!

1. We don't really like "splitting" our policies at once. Many of the most beneficial bonuses are at the end of a policy tree, so it pays off to finish policies. Finishing tradish/liberty will give you a solid base for any game, but I've definitely seen builds with 2 cities, 3 points of tradition, and 3 points of honor (for the XP boost policy). Tradition gives massive food bonuses (= more science) for finishing the tree, and liberty gives you a free great person, both of which are pretty big early.

To sum it all up as simply as possible, we do its not because the other ways aren't great, but because its usually the most correct. There are viable builds that do this though!

2. I would recommend trying them all out for yourself! You'll probably run into the same problems most people encounter though, faith drops off late game and most people (98% of players) don't know how to leverage a big early army into a vic

3. Yeah commerce does have some nice policies, but its basically contending with the same spot as Rationalism. Once again going back to the line of reasoning that we simply have other things we can do that can help us more

4. Balancing happiness can be difficult! Protectionism is nice, but there are all kinds of ways to get more happiness (luxury resource, buildings, CS relationships), and a lot fewer ways to get more science. Policies are infrequent compared to other options in civ, so we have to maximize our usage of them!



Originally posted by zxcvbob:
You didn't say anything about the World's Fair. If you have good production, throw everything you have into the WF; put your cities on production focus and maybe send internal trade routes to boost your food and production. It is incredibly important. Taking first place in the WF should give you several extra policies, plus extra culture to defend against ideological pressure later. If you don't have good production, do whatever you can to get just the free policy, then switch back to whatever else you were building. You really don't want to overachieve here and come in second when you could have been several turns closer to finishing Porcelain Tower or Hermitage or whatever.

If all your cities are coastal (like a small continents or archipelago map), Exploration is very strong; you at least want the opener and the one that give extra production. This is a very viable place to put your filler policies between Tradition and Rationalism. (I usually put those in Commerce or Patronage)

Aesthetics is my least-used policy tree. But maybe that's just me.

The jump from Electricity to Radio is a good place to build Oxford. (be careful with the timing) Unless you know you have enough coal to buy/build 3 factories, this is the quickest path to an ideology so you get the 2 bonus tenets. Depending on the map and the AI's you are facing, Astronomy (for caravels and observatories) and Dynamite are also good places to spend Oxford.

If you go Autocracy, the first tenet you take should probably be Futurism. Then try to get Arts Funding passed in the world congress.

You have definitely brought up some good points!

If I get my way, I don't like starting the world fair until much later in the game. Especially on higher difficulties, players won't be able to keep up with AI advantages when it first becomes available, as well as the number for culture being doubled will be higher later in the game. You are definitely correct though that if you don't think you will get the overall bonus, stop production after getting the free social policy.

Exploration does have some nice policies within it, but it doesn't translate as easily to a vic as other policies in my opinion. The +3 production in coastal cities can be big, and I've definitely maxed out Exploration in multiplayer games before. I would say as people understand more what makes strong strategies strong, they have greater flexibility in making changes to help themselves. You can take Exploration over Rationalism and still smoke your competition if you're making other correct choices.

Aesthetics is an interesting tree. Having a surplus of culture usually means you'll be dipping into other policy trees later in the game, which opens you up to dropping a couple value points in Exploration or Patronage for example.

I hadn't considered or seen using Oxford to jump into an ideology. Electricity to Radio has piqued my interest, I'll try testing it in some games soon.

As far as why I prefer to save Oxford until the end, I have a similar response for as an earlier question. There are far fewer bonuses that gives to science, so we really have to try to maximize the ones we get. Techs cost more science later in the game, and we have less ability to raise our science later in the game. You get more free science by researching a 10,000 cost tech than a 1,000 cost tech. The tempo swing involved with getting an ideology 10-15 turns earlier may be worthwhile enough to consider though! Especially with the ideology free tenents shenanigans



Originally posted by Tarshaid:
Originally posted by Bramblestar:
Your tips are really good, but you should really say as to what difficulty these tips best pertain too. I'm sure the best strategy greatly differs depending on what difficulty you're playing.

To put it simply: a strategy that will work on the higher levels of difficulty will also work on the lowest levels. The opposite cannot be said.

To add on the part where you wait until you have several tiers of technology in advance to all other civs: you've already basically won if you're at this point. You could do close to anything there, aim for any victory condition, and it would be nigh-impossible to actually lose. If you ever turn the difficulty up, you'll have to find a way to create such an advantage for yourself, rather than simply wait until the AI's mismanagement makes them fall behind you. Hence the emphasis others have already put here on rationalism as a social policy and beelining for the next science building. You'll need to find creative ways to get back on the multiple bonuses the AI get. If you can do that in a hard game, you'll do even better if the AI doesn't have unfair advantages against you.

This guy gets it! Gold Star!

Originally posted by BubblestationCPH:
Early honer very powerfull, especially if coupled with raging barbs.

there will be countless rounds where you effectively gets + 50% culture

Raging barbs definitely make honor better! I also like early honor with a couple civs, namely the Aztecs

Originally posted by ICON_ALPHArsenius:
I would say OP's comments pertain to beating Immortal (not enough detail given in post to beat Deity). Honor as a second policy (just to get the culture bonus) with raging barbs can be decent, but don't get a second point into Honor till your Tradition is filled out. I play Imm/Deity, depending on whether or not I want to try.

One thing that I would disagree a bit with in OP is that I would argue that Tradition is the only thing you go for before anything until you can beat at least Immortal first. Liberty is only equivalently good if you're a pro.

Teach a man to fish, etc. etc.

I'd much rather dig into the reasoning behind solid moves than give 100 turns of exact play. All of these strategies are viable on Diety, but I'll be the first to say this thread is not completely comprehensive!

I would agree that Liberty is a better choice for better players. Having more cities and units and more player given actions in total means players with higher skill have more input. More chances to slow or accelerate yourself depending on if you know what you're doing or not!
BubblestationCPH Jan 17, 2019 @ 1:59am 
1 early point in honor policy will pay it self 10x througout the course of the game.

Its almost stubid not to use it, depending on maptype ofcus
Bomber Rex Jan 19, 2019 @ 9:26pm 
You should really put these in the guides. It will just get lost in the endless sea of discussion threads here.
K E N N I Jan 20, 2019 @ 3:23am 
Nice guide, I read most of it. You should post it as a guide, not a discussion thread so it doesn't get buried quickly. Two comments from me:
1. In the tech order section, I don't know if you included only ancient techs on purpose. I would also mention Fertilizer as a good tech to get before Plastics, as it usually adds a huge amount of food and is relatively cheap.
2. Pretty much everyone regards Poland as the best civ, not Babylon. Although Babylon is certainly one of the best.
Foolish Bastion Jan 20, 2019 @ 6:44am 
I had fun reading this discussion.

If you made a guide with this information I'd gladly favorite it and use it for reference should I randomly hit a slump or a snag when playing.
Either as is, or if you decided to add more.

Thank you for your post.
Last edited by Foolish Bastion; Jan 20, 2019 @ 6:45am
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Jan 15, 2019 @ 3:20pm
Posts: 14