Hmm..
So you guys think that it's time to consolidate and build up economy eh? Not a bad idea, in fact, if this was C3C I would be into it already. However, with this new Civ4 I don't really know how to generate money anymore (in Civ3 it used to be Currency then marketplaces) but now I'm confused.
@Zanttu: Is the library the new marketplace? And also for courthouses, which tech do you need to build them? Do they cost upkeep? What is the minimum amount of maintence which makes building a courthouse feasible? Also by all other cities cottaged do you mean cottaging all available flat land? I would do this but I tend to farm flat non resourced land which produces less than 2 food for fear that it might affect growth. Now I realise that not all growth is good. Also how do you assign specialists? I actually physically don't know how to do this in Civ4 (sorry guys I'm still noobish) And for food rich cities do you mean cities which grow beyond say size 6 and continue to grow in say 4-5 turns or less? I still have that Wonder Addiction from Ision (who I might add has probably long retired from the Civilization series) and am always reluctant to build Global wonders unless they are hideously overpowered.
Also some general questions:
1. How would I get rid of excess swordsman who are high enough in numbers to be an upkeep problem but aren't high enough to fully conquer a neighbouring civ?
2. Also how does the Espionage slider and Espionage in general work? Does it play a big role in Civ4?
So to sum up:
At this stage just reduce military numbers to a lower level and consolidate by building infrastructure and gain commerce which eventually leads to more cities being able to be built. From there build up military and conquer globe? I dunno after playing Civ it seems that only a military victory seems to satisfy all others seem diluted and cheap, unless I play a game specifically for a certain victory. Is that just me?
Well thanks for helping guys.
I haven't played previous versions of Civ, but I think I can explain how the economy works in Civ4.
All works with Commerce. Commerce is those coins what you see in the city screen. So you get Commerce by working tiles in your cities. Commerce translates to gold, science, culture and espionage. You can change the amount of commerce going for science by adjusting your science slider. Same works for espionage and culture (But to adjust culture, you must research drama first). All extra commerce, which doesn't go for science, culture or espionage, translates to gold. Got the idea? The most important one of the sliders is of course the science one. I usually play my games without touching the espionage slider at all, and the culture one I raise only if I have happiness problems. (With theatres and colosseums you get happiness bonus for every 10% culture in the slider.)
The easiest way to generate more commerce is cottages. Cottage increases the commerce yield of a tile, and as it grows bigger it gives more and more commerce.
You can multiply your science/gold/culture/espionage output via multipliers. Some buildings give bonuses, which multiply your output. Library, for example, gives +25% to your science output, market gives +25% gold etc. These buildings of course only affect one specific city, so you have to build library to every city you want to have the +25% bonus.
City mainteance and unit upkeep are eating your commerce, before it translates to anything. How big the mainteance cost is, depends on the distance of the city to your capital. NOTE: The amount of buildings inside the city doesn't affect city mainteance. Courthouses are the most important buildings for a big empire, because they cut the mainteance in half. (Courthouses become available when you research Code of Laws tech.)
There is way to generate science/gold/culture/espionage without generating any commerce. This can be done by assigning specialists. To assign a specialist, open your city screen and click one of the + buttons next to the pictures of scientist, artist, merchant, engineer, spy and priest in the right side of the screen.
In case you don't know how to control the citizens and how to use the city screen, I'll explain it now. In the city screen, you see the big picture of the city. There you see some white circles on the tiles which are currently being worked. For every population point, you have one citizen. (+ the one in the middle, working the city tile itself.) So for instance instead of working a mine with a citizen, you can assign that citizen to a specialist. In the beginning of the game, you can't assign specialists though. That's because you need to build some specific buildings or run specific civics to be able to run specialists. Library for example allows you to assign 2 scientists.
So specialists don't produce commerce. A scientist specialist for example gives you +3 beakers(=research) and a merchant gives you +3 gold. NOTE: specialists don't produce food at all, so thats why the cit has to be food-rich to be able to run specialists.
Whoops, I didn't mean to write an essay

. I hope it helps though! ( if you didn't fall asleep in the middle of reading it)