Quick winning principles
- Draft Age A wonders that give culture or science, not only resources.
- Keep military strength within 2 of the leader every age.
- Play events that hurt leaders, not events that hurt you equally.
- Replace weak government before Age III—democracy doubles culture output.
Ideal strategy
- 1
Wonder timing: Hanging Gardens or Colossus in Age A funds Age I civ cards.
- 2
Military vs culture: 2 military actions per age minimum; more if leaders are aggressive.
- 3
Event deck: Civil War and Cultural Decline target weak military—stay above average strength.
- 4
Science engine: Philosophy plus Code of Laws plus Printing Press is the culture multiplier.
- 5
Leader cards: Gandhi for culture, Churchill for military—pick before opponents in Age II.
- 6
Endgame: 50 culture with full wonder row beats 60 culture with collapsed military and lost events.