These are some of the things which I discovered in the game. I have not noticed them being mentioned in the forum and therefore set them out below hoping some may find it useful.
1/ Declaring war
Obviously if you demand / beg something from an AI successfully, or vice versa, there is a 10-turns peace treaty which neither side can declare war against the other. However, that situation does not apply to vassals. Therefore, e.g., I can ask an AI to spare me a tech but yet, after he gave it to me, declare war against his vassal on the same turn.
2/ AI cultural victory
It may not be apparent, but apart from capturing 1 of the cultural cities from an AI, there is actually another way to stop an AI from achieving cultural victory. If I incite riot on the city a turn, that city will not gain any culture in that turn. I find that this is most useful when I am aiming for a space victory. Just build 8-10 spies, direct sufficient spy points on that AI and incite riot on 1 of the cultural cities every turn.
3/ Building on TOP of iron / horse
On the rare occasion when I only have 1 iron (no copper) or 1 horse and I intend to spam swordsmen / HAs, I perfer building my city on top of that resource, just to avoid risking enemy spys sabotaging that sole military resource I have. It really halts a military campaign if the sole military resource gets sabotaged twice in a row that early in the game. Obviously, if I have, say, 2 military resources such as 2 iron, I can afford not to build my city on top of the resources.
4/ Gifting pottery
In an early war, if the target AI does not have pottery and tech trading is allowed, I always gift pottery to him before declaring war. That way, once I eliminate that AI, I will have partially matured cottages in his cities to work on. Further, automated workers which AIs use tend to chop a lot when it has nothing to do. I prefer the AI workers to build cottages rather than chop rush military units, and save up those forests for me to chop later.
1/ Declaring war
Obviously if you demand / beg something from an AI successfully, or vice versa, there is a 10-turns peace treaty which neither side can declare war against the other. However, that situation does not apply to vassals. Therefore, e.g., I can ask an AI to spare me a tech but yet, after he gave it to me, declare war against his vassal on the same turn.
2/ AI cultural victory
It may not be apparent, but apart from capturing 1 of the cultural cities from an AI, there is actually another way to stop an AI from achieving cultural victory. If I incite riot on the city a turn, that city will not gain any culture in that turn. I find that this is most useful when I am aiming for a space victory. Just build 8-10 spies, direct sufficient spy points on that AI and incite riot on 1 of the cultural cities every turn.
3/ Building on TOP of iron / horse
On the rare occasion when I only have 1 iron (no copper) or 1 horse and I intend to spam swordsmen / HAs, I perfer building my city on top of that resource, just to avoid risking enemy spys sabotaging that sole military resource I have. It really halts a military campaign if the sole military resource gets sabotaged twice in a row that early in the game. Obviously, if I have, say, 2 military resources such as 2 iron, I can afford not to build my city on top of the resources.
4/ Gifting pottery
In an early war, if the target AI does not have pottery and tech trading is allowed, I always gift pottery to him before declaring war. That way, once I eliminate that AI, I will have partially matured cottages in his cities to work on. Further, automated workers which AIs use tend to chop a lot when it has nothing to do. I prefer the AI workers to build cottages rather than chop rush military units, and save up those forests for me to chop later.