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Accumulated thoughts, ideas, and curiosities.

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While I've been lurking for a while, I only once made an actual post here (that I can recall, at least- a question about laptop advice). As I lurked, however, I've slowly built up thoughts, questions and idea. I decided that maybe I should ask about some of these, at some point.

To start, I have a ton of interest in mods, and have used them regularly (generally, no game changers, aside from maps- strange religions, historical religions, colored religion icons, infoaddict, Drozzy's Earth, clocks, and briefly a restoration mod, before problems caused me to stop using). I've found that often Civilization mods aren't fun, as they get overpowered (for example, the Vietnam Civ by TacDev, which I had been really excited about), and boring. Are there any Civs that aren't broken, but are really fun to play with? (note, I should say I have all DLC and Gods and Kings, and thus all of these civs).

Also, is a mod that creates a canal improvement, which could act like roads but allow some naval units (not neccessarily all, I suppose) to cross land, even possible? This has seemed to me like something that would have been included in the base game, but was decided against, or merely looked over (which, I suppose is possible). Is there a major reason this would not be included (i.e., something I'm overlooking that would cause many problems, etc.).

If worried that this might create a problem causing ease of naval dominance, it could be both weakened and strengthened by perhaps allowing enemy ships to use your canals. This would be good when you are invading, or transporting ships and great admirals from one body of water to another, but is balanced by the ability to destroy the improvement (either trapping the units, or if somehow they are in the tile being removed, destroying/transporting them to other areas). I may, admittedly, still be missing something here.

Another thought, I have Prince down pat, and usually enjoy the games, (though they sometimes get a bit too easy) and have recently been working on improving to King. My only victories on King have come from following the 4-city tradition start. My question, then, is there any advice that could help me make the transition fully, so that I no longer rely upon a specific strategy, but can rather build a much more malleable plan.

I have a couple key areas of inquiry. One, with citizen management, how much micro-managing should be used? On Prince, I'd often set to growth focus, finding that the production lost early would be offset by later larger populations. On King, often that doesn't work so well, as the loss of production leads to opponents having a military just larger enough, or just more advanced, if not a combination of both, than I can hold back. Is there a minimum amount of production or growth I should aim for? When building new cities, how long should I wait? Should I wait until I can get enough gold to buy one, either accumulated or traded? Should I take loans, perhaps, (lump-some amounts for gpt) to reach the necessary amount sooner? Wait for Liberty policy? Or hard build? If hard build, what all should be built first?

Next, should I build monument or scout first (which is more useful?).

Lastly, with social policies, I often split both tradition and liberty, complete them (mainly liberty, tradition gets less focus on completion, but is usually picked first for the bonus culture), then start commerce or rationalism. Finish rationalism first, then perhaps commerce if possible. Is this a poor choice in social policy approach?

That's all for now. Thanks for your help, and I look forward to hearing/reading your responses. What do you think?

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