That's depends on the size of the map and empire. The larger the empire, the more communism is going to win over republic, but I tested it a few times and repo had less production, but still a higher income.
However, in Conquests there is absolutely no reason (besides role-playing) to ever switch to communism,
as said before, if your empire is big enough that the added production from communal corruption AND the lack of WW from Communism outweighs the tile commerce bonus of Republic, it is a viable strategy to switch govs.Yes, indeed it does, which is why I mentioned I was playing PTW. However, in Conquests there is absolutely no reason (besides role-playing) to ever switch to communism, so this will remain the only time I've done it.
IOne problem I have faced in some of my Continents matches is that I'm by and far the leader of the game until about Industrial era, then when we discover the other Civs on the other continent, they outclass me enough that I can't catch up. This Republic game when I discovered them I was still the leader, but it was very narrow margin.
The blessing and curse of playing Continents maps. I play well enough to dominate my land mass, in a good place until Astronomy and Navigation let me find the other continent.
In part this can be offset by giving commerce and thus research a higher priority as i often prefer. Also using curraghs or galley to venture reaching the other continent is of the essense. Waiting till ocean can be crossed safely is a major mistake.
I understand about sending galleys out into sea tiles and rolling the dice. I don't always do it early, since I'm conserving shields for use on land.
Crossing into Middle Ages, before Astronomy - This would be a great time to meet tribes on the other continent, as you point out.
As a general rule, until Cavs are being wielded by the AI, your core towns should be reasonably well protected by the buffer zone of 'non-core' towns around them. And only those outer, more corrupt towns that are in imminent danger of being sneak-attacked (i.e. their garrison can be attacked in a single interturn from the other side of an AI border, by that AI's fastest currently available units) really need to be permanently garrisoned.Just have to manage the transition from economic works to military works to prevent sneak attacks into my core cities.
I find that up until the mid-late Middle Ages, I am well above the other Civs on my continent, then I began the stagger.
I was not familiar with the concept of the suicide curraghs, thanks for brining that to my attention. This would appear to me to be luck-based, if you so happen to find shallow waters that get you close enough to their borders. This would probably be possible on the smaller map sizes in the majority of cases, I'll have to give it a try.
How many galleys do you want to risk?
I tend to find that by the time I make it to the other continent(s), there are already plenty of barbarian galleys floating around and willing to 'disband' my boats for me...If too many curraghs survive you may need to disband some of them due to unit support.
So lets calculate it backwards. You want to have (up to) 2 curraghs safely having reached the other continent. You estimate that they need to spent 2 turns in unsafe waters when playing a non-seafaring civ. Chances of surviving 2 turns in unsafe waters are 25%. So you want to have built 2/0.25=8 curraghs by the time you leave despotism. Sinkings will occur during anarchy. Once you are a republic the investment will yield contacts.