Hmm you play fast
For me, one turn takes at least 5 minutes on average, even in early game. Unless you are very experienced in deity+ games, you really need to play carefull and think well about every little thing you do.
I will now add my example game. I had to make several files and rename my .rar files to .zip because this cute forum does not take .rar files or files >500Kb. So you might need to rename them .rar
Game settings:
Sid
archpelago 70% all other average.
no barbarians
no space/cultural victory
no AI respawn
no culturale linked starts
Player: Dutch
AI: 6 random
less agressive AI (looks like a mistake, they are all at peace with eachother now)
Expansion:
I started with one boat for scouting and then getting the settler factory online ASAP. for this, i did not make any roads, just mines and irrigation to get growth + the granary ASAP. luxury slider used for hapiness.
The settler factory makes nothing but settlers until there is no more space to expand to. No other city makes settlers.
If a new found city's production does not exceed growth, it starts with a worker first. The 4 closest cities who have low corruption start with a barracks, they will become unit factories. more corrupt cities will make 1 defender, then catapults after their worker (some made 2 workers)
Some forests were chopped to speed up the production of those defenders. (kind of paying back the workers production costs) cities with a barracks produce nothing but swordsmen/spears/horses. cities without rax produce catapults (who dont have hp anyway)
Producing workers and barracks first causes me to have no militairy units for a while. I took the risk for the less agressive AI not to attack me. I had to pay a little tribute a few times, but they didnt attack me. This was only for a short time though, after these workers and raxes, i produced nothing but militairy units for a while.
My land was pretty good, i had a good space with rivers and grasland to expand without the AI interfering for a while. The disadvantage was no luxuries.
Strategy plans:
My ultimate goal is a domination victory.
First, i must catch up in techs and get to republic.
Since i did not expect to have a chance to get the GL, i did even go for literacy. I did get writing at 10%, but later i set science to 0.
I was able to get up to, but not including republic by trading techs without needing to spend any significant money. Getting republic would be very costly. (this is standard)
Since i have no luxuries, i cannot afford republic anyway. Therefore, i decided not to pay the high price for it. Instead, i made the folowing plans:
-Attack and conquer arabia.
-Get peace with arabia preferably leaving them only 1 city, making them pay republic and the first middle ages techs for it. This grands me cities for units support and extra commerce as well as 2 luxuries, enabling me to go to republic after i get it from the peace negotiations. (destroy arabs 20 turns later or hope an AI will do so, cannot keep them alive for the risk of city flips)
-With the techs aquired from the arabs, upgrade my army to swiss mercs and trebuchets, then use those to conquer whatever city has build the GL, even if i can keep it for just 1 turn. Get a golden age in the proces.
-(mid term strategy)After that, go for tech brokering and attempt to keep up with the AI's.
-(long term strategy)Conquer more AI's.
However, the AI never got literacy, so it now seems i am gonna build it myself. Other than that, the plans still stands. The good thing is i am now free to choose whom i will go to war with after destroying the arabs instead of having to attack the one with GL. Also do i not need to get peace with the arabs and can destroy them right away. (taking away the risk for city flips).
Fighting War:
Use many catapults like you see in my save files. With catapults, you bring every unit to the red before attacking it. you could use archers to attack and spears to defend. Since i had iron, i made swordsmen who can both attack and defend. fighting is pretty slow this way, but losses are minimal. This way of fighting wars is standard and needed on Sid. You cannot afford the losses you have when fighting without catapults (the advantage of no catapults is that your war can go faster, which makes it nicer on lower difficulties)
For now, i just let the conquered cities starve a bit and keep my units mostly outside the cities to prevent culture flips and to prevent losing units when they happen. also do i allow the AI to recapture high flip risk cities because that way they do not get free bonus units (like they get when the city flips) and the population is decreased by capturing it again. i will take care of these cities when i have captured all of arabia. Another option is to raze and rebuild, which i might do with cities i conquer from later opponents on other islands. For now, i do not want to pay the cost of a settler for relative useless cities.
City usage:
The cities closest to the capital are most important, so these always have priority. Every tile they work must be fully optimized.
The cities that are pretty corrupt but close enough to be usefull someday (under a different government) are being prepared for the future. Although building a temple and marketplace might not seem worth it right now, it will be when there is a better government, so these are started yet. Growth is also important for these cities. When worker jobs are decided, the closer cities still get priority though (but you should have enough workers for all these cities)
The far away cities that will always be corrupt have no priority at all. Only when workers have nothing better to do they will do work for those cities. The cities will never get any improvement or even unit for MP unless the direct benefit is bigger than the cost. They are milk cows (though they give very little milk) They are usefull however, no matter how corrupt they are, they can always have at least 1 taxmen and thus produce 3 gold. Also do they provide unit support. The production is just a small bonus. I am plannign to ICS the conquered area in order to have as many of these little milk cows as possible. (the settlers will not be made in my most productive cities though)
The war with the arabs has granded me 4 leaders this far, the first i used for the forbiden palace, the other 3 became armies (still empty). With the siege strategy you never need to lose an units in attack (since you only attack redlined units) I will probably use the armies when i have swiss mercs in order to stop losing units on defence as well.
The biggest problem i see in my game is the peace between the AI's and the relative strength of the iroquois. I don't see anything i can do about it right now though.
If i wouldnt be building the GL, i would also get a bit nervous about conquering that (what if it is in an inland city) but luckily, that needs not to be a problem.
edit: I also like to explain my placement of the FP, as i see there have been some discussions about this lately.
For the higher OCN, it doesnt matter where you place the FP, so the only thing to look at is the effect on distance corruption.
If you place it too close to the capital, the reduction in distance corruption is partly (or completely if you place it in the capital) wasted. If you place it too far away from the capital, it will be wasted because the cities that benefit from it are so badly corrupt by rank corruption that they are beyong any help.
So the FP needs to be placed there where most cities benefit from the lower distance corruption. cities that benefit from it are cities that are gonna be closer to the FP than the original capital but have a moderate rank corruption. It also matters on what term of time you evaluate. On the long term, it is better to place it slightly further because you can expect cities to become less corrupt by possibly democracy, courthouses and police stations. I tried to affect cities that will have less than 50% rank curruption under republic.