This does indeed look helpful. Those kind of diplomatic nuances and strategies certainly could help a lot of people up their level.
If you guys do get a bunch of extra time on your hands and want to help us aspiring players out, I would like to see something like that. I mean I know your production cities get forges and mines and your Wall Street city is going to get commerce multipliers and cottages. But what do you do with that plains city you founded to claim the horses or that tundra city that got the whales and fur or that fishing village or...?
First: The Wall-street city should always run 7 Merchants (if possible of course) , therefor, Farms are often a better improvement than Cottages (which have no effect at 0% slider) .
For that crap city I'd suggest, "work the good tiles rule" . If it only has 1 good tile, leave it at that size to let it not cause further maintenance. Use it to produce Workers, Missionaries, what ever you need that doesn't take huge

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Would love something like that too. Feel I have been pestering Seraiel a bit about specialising cities guide in his replays and such, but I hope a guide about that will be forthcoming at some point. Think the current city specialising guides are too general and don't really say much about which buildings should go where, and in what sequence. More about "poor" cities would be great too. Do we kind of give them our middle finger and build wealth or workers or something like that, or do we try to make them into something more?
A guide to city specialization will surely come (it has very high priority as many users suggested that already) and I already have an idea on how it will look, but that will remain a secret

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Actually that may be pretty obvious once the player knows what circumstances will come. I think it'd be better to show new players how to plan civics moves and why to do so, by showing them how to plan for specific victory condition, and therefore how to pick a victory condition and achieve it.
For example, the strategy of GA -> Caste System (to starve cities for Scientists) -> back to Slavery. It's a solid use of a civic that looks obvious after I read about it here, but it's not something to do just for its own sake. It's got to be in service of a victory condition.
I think for those kind of questions, the existing Writeups from single players or SGOTM are the best. I personally have very little experience with the different Victory-types, as I've only played for Domination, Conquest and Spacerace up to this point, but maybe I can write such a guide later (or others can help me) ? Strategies and Gambits will get its special Guide, that one's also already on the list.
I know it is impossible to cover all the bases. I hope something like general guide of the basic of empire building. The steps up to gunpowder are discussed a lot in the forum. But after that maybe there are different possible routes for development, which I guess depend on the victory conditions, the map type and even the speed, the relative strength of the human player etc.
I'm not really sure what the question is here. We try to write for medium skilled players that want to move up to high lvls. Covering the basics, that's stuff of the manual (I know, that the Civ manual is horrible, but I could also learn the basics somehow from it and especially by searching this forum, and there's the newbie's-questions thread) . I know that "seeing the big picture" is hard, but it's almost impossible to write a guide on that, that is only aquired through experience, or watching vids / reading writeups.
As with buildings, I try to stick to the "step by step" rule. What do I want? What do I need? What will benefit me best? Those are the questions that I ask myself when I have to decide on something like what to tech next, etc. I think for those kinds of questions, there is also very good advice in these forums here, or, I don't understand what you're asking me. There are guides on modern warfare and
ahcos wrote about the techs after Cuirrs 1-2 months ago (can be found via search function) .
Sera