Really good stuff now fm... One question:
Once the AP goes down get those temples and monasteries up. Each building is like employing an engineer except with all of the other benefits and no food requirement.
Why is this?
I've learned a lot here! My early game is really quite strong, my mid game not so much and my end game is kind of weak.
I'd like to see some similar advice on when to decide on victory conditions. Any late game tactics would be useful too. I never know whether to go for say Robotics for Mech Infantry or the Internet. I don't really know how to use spies (what's with the cuirassers + spy strategy - how does that work?) or espionage points effectively (switch to weight 1 on primary military target asap?). I had a game recently where part of my strategy was to keep Charlemagne sweet (shared religion, etc.) so we could trade techs back and forth, whatever he was techings, I did something else and then went for the trade... Until he started stealing everything! Everytime I'd get something I could swap with him - he'd rip it off the next turn! How do I stop this mid-game? Put spies in every city?
I know there are some late game resources like Oil and Aluminum that are critical - but how critical? What about corporations? Worth saving a GP for? How and when do I go for the kill? I know Combustion is big for transports and destroyers - just like astronomy is for galleons. These are big mid-late game military techs (assuming probable naval invasion if planned). And what's the deal with muskets? I've never really used them offensively - they didn't seem to be any better than a decently promoted maceman. Am I missing something?
Maybe some other things (sorry if I missed any of these - it's early here and I'm a bit blurry-eyed...) Overall strategy:i.e. Have one - at all times! know what techs you're going for, who threatens you and what you're trying to build. Tailor it to your specific leader traits: "play your leader",
the map (type/resources/neighbours - "play the map!" probably the best advice after "land is power") and make allowances for your UU and UB (prioritise research towards them, but don't go crazy beelining for rifling starting in 1000 BC so you can get redcoats).
I also like the "be prepared to play from behind" - for a lot of the game. Be prepared to defend. Send units to borders cities. You don't need 8 longbowmen in your capital (unless required for happiness under HR). Put them in your border cities. Also - I think at all times in the game you should be prepared for war. This means - knowing who you would attack next (you may never do - but always have a "primary target" in mind) or who is most likely to attack you (check WHEOOHRN regularly). Keep your "mobile army" SoD together in one city ready to go to wherever it's needed - even if this is for defense - don't have it dispersed all over so that you have to gather it if you're attacked. Group naval units similarly as someone else mentioned. I always forget this and have boats all over the place. Make sure and load explorers onto your caravels before you take off so you can scout out rivals territory. Half the time I send 'em off empty cause I'm too lazy to have an explorer ready to go... Maybe someone else has got a better idea but I like to have 1 unit in a city (unless more reqd for happiness), unless it's a border city where I will have 2-4 decent defenders, and then everyone else in one location ready to go, preferably in the military production city assuming this is centrally located for defense.
Also - when you talk about Bronze Working you mention chopping, but BW gives you 3 huge things early on: ability to chop, ability to whip (switch to Slavery as you say) and your first critical military resource location. That's why it's a big deal. I know you mention all of these in various places, but I thought it was worth pointing out, because it's so critical to early game strategy. When you hit BW have workers poised in place to start chopping, switch to slav and start whipping, have workers ready to go and hook it up asap to all cities - have a settler ready to go found a copper city if it doesn't pop in your borders. If you don't have it... better have horses and/or start looking for iron asap - maybe both!
Oh and about...
Some players over-improve land. Generally speaking you only need a tile or two more improved than the size of the city. A size 6 city does need 15 improved tiles.
Obviously should read "does not", but more importantly (again may seem kind of basic) what I like to do is have a "zero growth" setup and a "maximum growth" setup for tiles for each city early on. If you've got room under happy cap - grow at max rate (most of the time) while whipping, etc. When you get to happy cap, switch city around to "max production" which may involve moving pop away from improved food resource to improved production or (less often) commerce resource - so those tiles should be improved as well - i.e. if you have to move a pop away from bread and onto a plains hill to avoid the happy cap - make sure you've got it mined. Again, seems kind of basic, but it does required some planning and forethought. Also it sometimes involves running a city in starvation for a while - but not enough to lose the pop point. If you have a city at happy cap size 6 with say 39/60 food required to pop to 7 which you don't want yet, run it at -1F (starvation) on a 4 hammer tile for 20 turns until you can get that happy resource hooked up, trade for it, build a unit, or whatever.
And on...
You just get far more beakers if you set research to 0% after researching all the things you absolutely need including writing. Once you have some libraries up set the slider to 100% for a lot of turns researching at decifit helped by the accumulated gold.
I don't do a lot of this - which isn't to say it's not a good idea, however what I do do now is go to 0% science periodically for the purposes of military upgrade. Might be worth sacrificing a few turns of research to get all your archers to longbows, axes to maces or whatever. Don't spend the money carrying outdated units that you'll never use. Obviously the usual caveats apply here, but I find myself doing a lot more: stopping research to build up gold, upgrading units (higher promoted, in border cities first) and sometimes deleting old units. Keep that army a lean, mean fighting machine - not an overbloated, outdated, expensive bunch of underpromoted troops scattered everywhere but where you need 'em.