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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
          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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          • #6
            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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            • #7
              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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              • #8
                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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                • #9
                  The review point is the one I'd underline: a delay is only strategy if you can name what it bought, whether that's a tech, a build, or a stronger position when the unit finally moves. Terrain does the same work in my head — a hill city with a river buys a lot more patience than open ground on two sides, so the same idle turn costs differently depending on the map. That's part of why science and culture suit me better than domination; they let a well-timed pause pay off rather than punish it.

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