There are several reasons , one being my previous experience on civ is mostly on 6 player pangea map , in which the more city you found is the less for the others , so the early game is mostly about setting your land , then you need to either defend it , or get a better one if your early land is not enough , then it's late game and the use of your tools to get a victory condiftion , it might sound not really immersive i understand but that's how i play most of my games.
Regardless I understand the strengh of using very high pop city as something that can allow you to produce more yields with the same land as specialist are not on the terrain , but i think you can also use the per-city yield to do that , i had great success in immortal so far with the incans , but to stay on topic i will consider India :
The faith light strategy I understand , and would typically choose mastery and diligence with India , why diligence and not cathedral or asceticism because i would aim at having my city pop 25 30 max , the growth bonus I'd use it along with internal caravan for food , to grow the city to their " cap " despite the lack of heavy food tile , one by one receiving 3 caravan for example , and changing all 3 to the next city once the first is grown enough.
This approach work on this size of map I think because of the relation between trade route number and the number of city you own , it would probably be ridiculous on very large map.
Very populated city, as you suggest, find its strengh in this approach such as even if you don't have " lot of land " or let say many tiles under your borders , typically less than 1/6 of the pangea on a 6 player map , the average value of each tile can be considered higher than for someone with less populated city. When i say average value of each tile , i consider one's empire total output and divide it by the number of tile.
In that regard , having pop 60 city every 5 tile can be better than having pop 30 city every 3 tile for the same overall total of let say 200 tile. And allow you to compete with those great expansionist/militarist .( The idea of turtling , you can't turtle if you don't have tools to win inside your border , science , culture , gold , prod ).
India has this ability i have no problem with that , that's the idea of highy populated city , or tall or whatever , .
Though I didn't want to go for that
Everyone agree that 60 pop city every 3 tile is better than 30 pop city every 3 tile , but it is way harder to do , India for me , can try to do it ( in theory ) has the growth bonus let you reach the population cap of a city based on the number of tile it has faster. The concept of building city close to each other has some synergy with growth bonus too in my mind ^^
This would allow me to work more specialist slot per tile in my border in the industrial modern era not those very late era when everyone starts eating so much , it could also work with building many city as India , no problem , you build villages as much as possible , your city grows at the same rate of someone who would work more farm, giving you gold advantage during the whole game that's what people would called wide i guess but if you work full specialist then it becomes what ? theres no real tall vs wide , it's more like cottage vs specialist economy in civ 4 , wether your yields are distributed on the terrain or come the the city tile.
Growth bonus can leverage the terrain for sure better if you put farm everywhere especially for the hospital I have to consider that again for scientific India, if I was considering trying an ICS kinda like with India it's because i had good result using those concept to make some strats , i'm still trying to get a good grasp on India and felt that the UU was a handicap rather than a boost , but if India has this flavor toward highly populated city , it is linked to science advantage usually synergizes with the elephant and makes sense in a general view , even the fact that you have to feed elephants , rather than just empowering the soldiers you would feed anyway can only come up from an empire in which food is not scarce , it has a general logic.
It's just that abstract math says that hammer or apple are just variable that you need , if you have a bonus toward one, you have that much less investment to do to get the reasonable amount you need and therefore have more margin to focus your attention toward getting the other one , even if it's growth and not apple thanks to the caravan / city state / religious / building yields.
I am going through lots of mistakes ofc ^^ maybie i will never find a way to make it work with india , and i will then advise my buddy to play it extremly tall but next time I find a computer to play I will sure try again to find the sweet number of city to make on a 6 player map , and i will try 10 and 9 and 8 or this idea in mind to find the most confortable spot maybe it will end up being 5 or 6 and then i would agree with you than trying to play them the way i try is not very good as other civ can suit my playstyle better , that would not qualify India as weak.
For the war part relating to the very begining of this post , if you can settle only 2 city , or 3 , war might become mandadory if there happens to be someone following the same path/ wonders / structure of empire but that has 1 or 2 more city than you , he might stay sligthly on top of you for everything , war is a way to change a bit the odd by taking a city state , or and island , just to equilibrate the odds , here again an option , not core but still something that on a 6 player pangea map you have to do quite often as the ai forward settle you regularly ( don't you washington ). Again on a 6 player map if you have 2 neighbours , plus you it represent 50% of the world that is at war if they declare war on you, war is much more present, also if there is a runaway cultural you need to kill worst case is you need to get 2 people before him usully, making it more potent on small map , and if it is a military runaway , best case is you have 2 AI meatshield usually , if i can say so , not like 4 or 5 , it can reach your doors very fast , and if you realize it will reach you doors at a point where you will have to fight in industrial era with 1/3 of your opponent city , you can consider that in this game you need pre-emptive strikes , the later the UU the more fitting in my mind , as early UU aims to me at gaining advantage by gaining control of more land than " all the others " , while later UU have less impact because what you gain with them will be of your use less time ( less snowball )
So for India it is hard to translate maybie to support a strategy with a turning point , like you plant 3 city plus your cap and capture 2 more when the Naga-Mala is at its peak , the opportunity cost of the thing might not happen later once it is clear than it is needed , the idea of pre-emptive strike pushed a bit further , war it's just other means for politics right ? ^^
Regardless I understand the strengh of using very high pop city as something that can allow you to produce more yields with the same land as specialist are not on the terrain , but i think you can also use the per-city yield to do that , i had great success in immortal so far with the incans , but to stay on topic i will consider India :
The faith light strategy I understand , and would typically choose mastery and diligence with India , why diligence and not cathedral or asceticism because i would aim at having my city pop 25 30 max , the growth bonus I'd use it along with internal caravan for food , to grow the city to their " cap " despite the lack of heavy food tile , one by one receiving 3 caravan for example , and changing all 3 to the next city once the first is grown enough.
This approach work on this size of map I think because of the relation between trade route number and the number of city you own , it would probably be ridiculous on very large map.
Very populated city, as you suggest, find its strengh in this approach such as even if you don't have " lot of land " or let say many tiles under your borders , typically less than 1/6 of the pangea on a 6 player map , the average value of each tile can be considered higher than for someone with less populated city. When i say average value of each tile , i consider one's empire total output and divide it by the number of tile.
In that regard , having pop 60 city every 5 tile can be better than having pop 30 city every 3 tile for the same overall total of let say 200 tile. And allow you to compete with those great expansionist/militarist .( The idea of turtling , you can't turtle if you don't have tools to win inside your border , science , culture , gold , prod ).
India has this ability i have no problem with that , that's the idea of highy populated city , or tall or whatever , .
Though I didn't want to go for that
Everyone agree that 60 pop city every 3 tile is better than 30 pop city every 3 tile , but it is way harder to do , India for me , can try to do it ( in theory ) has the growth bonus let you reach the population cap of a city based on the number of tile it has faster. The concept of building city close to each other has some synergy with growth bonus too in my mind ^^
This would allow me to work more specialist slot per tile in my border in the industrial modern era not those very late era when everyone starts eating so much , it could also work with building many city as India , no problem , you build villages as much as possible , your city grows at the same rate of someone who would work more farm, giving you gold advantage during the whole game that's what people would called wide i guess but if you work full specialist then it becomes what ? theres no real tall vs wide , it's more like cottage vs specialist economy in civ 4 , wether your yields are distributed on the terrain or come the the city tile.
Growth bonus can leverage the terrain for sure better if you put farm everywhere especially for the hospital I have to consider that again for scientific India, if I was considering trying an ICS kinda like with India it's because i had good result using those concept to make some strats , i'm still trying to get a good grasp on India and felt that the UU was a handicap rather than a boost , but if India has this flavor toward highly populated city , it is linked to science advantage usually synergizes with the elephant and makes sense in a general view , even the fact that you have to feed elephants , rather than just empowering the soldiers you would feed anyway can only come up from an empire in which food is not scarce , it has a general logic.
It's just that abstract math says that hammer or apple are just variable that you need , if you have a bonus toward one, you have that much less investment to do to get the reasonable amount you need and therefore have more margin to focus your attention toward getting the other one , even if it's growth and not apple thanks to the caravan / city state / religious / building yields.
I am going through lots of mistakes ofc ^^ maybie i will never find a way to make it work with india , and i will then advise my buddy to play it extremly tall but next time I find a computer to play I will sure try again to find the sweet number of city to make on a 6 player map , and i will try 10 and 9 and 8 or this idea in mind to find the most confortable spot maybe it will end up being 5 or 6 and then i would agree with you than trying to play them the way i try is not very good as other civ can suit my playstyle better , that would not qualify India as weak.
For the war part relating to the very begining of this post , if you can settle only 2 city , or 3 , war might become mandadory if there happens to be someone following the same path/ wonders / structure of empire but that has 1 or 2 more city than you , he might stay sligthly on top of you for everything , war is a way to change a bit the odd by taking a city state , or and island , just to equilibrate the odds , here again an option , not core but still something that on a 6 player pangea map you have to do quite often as the ai forward settle you regularly ( don't you washington ). Again on a 6 player map if you have 2 neighbours , plus you it represent 50% of the world that is at war if they declare war on you, war is much more present, also if there is a runaway cultural you need to kill worst case is you need to get 2 people before him usully, making it more potent on small map , and if it is a military runaway , best case is you have 2 AI meatshield usually , if i can say so , not like 4 or 5 , it can reach your doors very fast , and if you realize it will reach you doors at a point where you will have to fight in industrial era with 1/3 of your opponent city , you can consider that in this game you need pre-emptive strikes , the later the UU the more fitting in my mind , as early UU aims to me at gaining advantage by gaining control of more land than " all the others " , while later UU have less impact because what you gain with them will be of your use less time ( less snowball )
So for India it is hard to translate maybie to support a strategy with a turning point , like you plant 3 city plus your cap and capture 2 more when the Naga-Mala is at its peak , the opportunity cost of the thing might not happen later once it is clear than it is needed , the idea of pre-emptive strike pushed a bit further , war it's just other means for politics right ? ^^