Joined this one:
It's my first ever game. I read the rule book last night. Go easy on me and I apologise in advance for any rediculous n00b plays and/or ruining the game.
And don't neglect your military. You'll be tempted to; I know I am. After all, everything else you build you see an immediate benefit. Build a farm/mine, and you see production. Build arenas, theatres, and philosophy, and you see happiness.
Happiness is a bit like strength: It just sits there and doesn't
produce anything.
... strength can be important in many regards. It makes other civilizations less likely to attack you.
In two-player games, strength is central. In four-player games, it is important not to fall behind in strength. Someone raids you, you sacrifice a Knights and play a Defense card. The next one plunders you cause you are weaker for the scarifice. Your turn. Oops, no resources to replenish. The third one plays War over Territory. One turn later and you lack three yellow pips so your workers frantically multiply and idle just to avert civil disorder. From then on, you are like a jeweller's shop with a smashed window.
If you are last but trailing the leader by not more than a Defense card you may be fine for a turn. If you are better than last, you may seed events and collect the bonus (and maybe even bid for that territory that comes up). You may skip building strength but have to watch the strength score closely. If you are leading in strength, you may even seed and profit from the upcoming event. If you are leading by a bit of a margin ... hey ... is that a Raid card in your hand?