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Which Civilization V victory type do you enjoy the most?

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  • Which Civilization V victory type do you enjoy the most?

    I've recently started playing Civilization V again after a long break, and I'm curious how other players approach their games these days. I usually start without committing to a specific victory condition, then decide based on my neighbors, available resources, and how the early game develops.

    Do you normally choose a victory type before starting,
    fnf game​ or adapt your strategy as the game progresses? Also, which victory condition do you find the most enjoyable rather than simply the easiest to achieve?

  • #2
    I usually just go with the flow rather than picking a victory type from the start. It really depends on how the game develops and what opportunities come up. I enjoy head soccer 2026​ science victories because I like building up my cities, but cultural victories are probably the most fun for me. That said, if a neighboring civ starts causing trouble, I’m not above switching gears and going on the offensive!
    ​

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    • #3
      It seems like an error
      ​

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      • #4
        I usually start with a random civ and let the resources guide my victory path, but science is definitely my favorite overall. Do you find yourself restarting often if the early game resources do not match your preferred strategy?​

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        • #5
          I'm with you on letting the map shape the plan rather than committing at turn one. Regarding restarts, I try to resist unless the start is truly hopeless, since working around a mediocre capital often teaches me more than rerolling for a perfect one. Science remains my comfort pick too, but culture tends to surprise me with how differently it plays once great works and theming come into the picture. Do you ever find that a strong neighbor forces you into domination you never intended?

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          • #6
            I'm with you on resisting restarts until the start is genuinely hopeless, since adapting to a mediocre capital really does teach more. Culture surprises me too, especially once theming bonuses start stacking up. On your last question, yes — a strong aggressive neighbor has pushed me into wars I never planned, and that usually nudges me toward domination whether I wanted it or not. Do you find that once you're pulled into an early war, it's hard to switch back to a peaceful science path afterward?

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            • #7
              That early-war pivot question is the interesting part for me. Once a neighbor forces the issue, the sunk production in units tends to snowball: I find it much easier to keep pressing for domination than to disband that momentum and quietly return to libraries. So I rarely switch back cleanly. Theming bonuses are the one thing that pulls me the other way, since a strong culture game rewards turtling after the dust settles. Do you ever deliberately leave a weak neighbor alive just to avoid that spiral?

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              • #8
                The point about sunk production snowballing rings true for me — once those units exist, the path of least resistance really is to keep using them rather than quietly returning to libraries. On leaving a weak neighbor alive, I think that depends on whether the terrain makes them a buffer or a liability later. Sometimes a crippled neighbor is useful as a wall against a bigger threat, but if they're sitting on land I want, the temptation to finish the job usually wins. Do you find buffer states actually survive to the late game, or do they just become someone else's conquest?

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                • #9
                  The buffer-state question is the one I keep going back and forth on. In my games they rarely last — a crippled neighbor tends to get swallowed by the next strong civ, so the wall often just changes hands. The exception is when terrain narrows the approach; a weak state wedged in mountains or behind a strait can genuinely absorb aggression for a long time. On the sunk-production point, that matches how I tend to play: once the units exist, finishing the job feels cheaper than regearing for libraries.

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                  • #10
                    The point about terrain narrowing the approach is what decides it for me too, though I'd add that a buffer's usefulness also depends on who's next to it. A weak neighbor wedged in mountains only absorbs aggression if the civ behind them actually has to commit forces to push through — if they can just sail around or buy the city, the wall is cosmetic. On the sunk-production question, I've found the opposite pull sometimes: those units become a permanent excuse to keep fighting, and I've ended up in wars I didn't need just because the army was already standing there. Do you ever disband or park units deliberately to break that habit?

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                    • #11
                      The point about a buffer only working if the civ behind it must commit forces feels right — buying the city or sailing around does make the wall cosmetic, and I've seen that undercut the whole plan. On parking units to break the habit, I haven't made it a rule, but treating them as garrisons in border cities rather than a standing field army seems like a middle path: they still deter without begging to be marched somewhere. Do you find parking them actually resets your thinking, or does the temptation return as soon as a weak target appears?

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                      • #12
                        The garrison middle path is roughly what I've landed on, though it works better for me with ranged units than melee — archers parked in border cities feel defensive by default, whereas swordsmen sitting there still read as an army waiting for a target. On whether parking resets my thinking: partly. It helps until a neighbor's city drops to a sliver of health or a weakened civ forward-settles. Then the old pull returns, and I usually need a concrete goal like finishing a library or reaching a tech to stay put. Do you find the temptation strongest early or after the army already has a promotion or two?

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                        • #13
                          Your point about ranged versus melee garrisons rings true — an archer feels like it belongs on a wall, while a swordsman in a border city still reads as an army idling. On timing, the pull hits me hardest after the first promotion, when the unit starts to feel earned; early units are cheap enough to sacrifice without much thought. I like your idea of tying the stay-put decision to a concrete goal like a library or tech, since it turns restraint into a plan rather than just willpower.

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                          • #14
                            The distinction you both draw between archers and swordsmen as garrisons is one I hadn't considered, and it makes sense that the unit's role shapes whether parking feels like defense or delay. Tying the stay-put choice to a concrete goal like a library or tech also strikes me as the practical part—restraint becomes a checklist item rather than a test of willpower. On timing, I'd guess the pull is sharpest right after a promotion, since the unit suddenly feels like an investment you don't want to waste sitting still.

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                            • #15
                              Linking the garrison decision to a concrete goal makes sense, but I'd add that promotions change the calculation more than the early game does for me. Before any promotion, a parked archer is just a cheap unit doing its job; once it hits Logistics or Range, holding it back feels like wasting real capability. On the early-versus-late question, the temptation seems sharpest right when a border city finishes its first building and the unit has nothing scheduled next, since that's the gap where the old habit fills the space.

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