@Rurik:
I already read those pages about city placement and REX. I use mostly cxxxc in the core and cxxc way outside.
Trading is something I can use some training. How to trade and when to trade. Most of the times I sell my techs when 1 other civ learns it or when they bring no gain to them because it is a dead end (like republic, monarchy and so on)
Let me see if I can play through some start-points and focus on different aspects.
@Aabraxan:
I surely have enough workers. Let me include a savefile I have. I believe it was on Monarch, played the Russions and the save is in 250AD.
ptagi, I took a look at the SAV and there are a couple of things I think might work better for you in the future, some of which might be helpful now in this game. Firstly, let me say I play a certain way without the benefit of knowing any civ players offline. So my gameplay is what it is from a lot of solo play.
- City Governors make rookie mistakes so I never use them
- Catapults can be captured so they should always have a couple of defensive units escorting them
- the Forbidden Palace is not very effective unless it's at least 15-20 tiles from the Palace. If you get a Great Leader create an army. If you get a second Great Leader rush-build a new Palace in the middle of what is now one of your neighbouring civs's territory.
- "core" is usually a radius of 10-12 tiles from the Capital on a "standard" map; 20-25 tiles on a "huge" map. The further from the Capital the more spread-out cities should be since they are not very productive and the goal is to claim territory not produce units.
- your city placement is a bit tight thus limiting the growth potential of them, I'd call it CxC and CxxC. City placement should be tightest early on in the game and nearer the core and more spread-out beyond 10-15 tiles.
- there are a couple of cities 1 tile from a river or coast without good reason
- Coastal cities should have a harbour (for trade and vet naval units) and a temple (in order to expand it's radius to include whale resources and interfere with AI trade)
- cities in tundra should be spaced-out and along a coast, if possible, so a harbour can improve their growth
- cities which don't need an aqueduct because they are next to a river or lake shouldn't produce workers/settlers...let them grow to 12
- cities already stuck at 6 or 12 pop should produce workers, settlers, or an aqueduct
- courthouses are not needed in core cities...I find their upkeep rarely worth their value (some of your courthouses add 1 shield to city production...not enough to justify their upkeep)
- granaries are only particularly useful very early in the game; in creating worker/settler pump cities. Sell them once you're done with your REX and the city is maxed-out at 6 or 12 pop and not producing workers/settlers anymore.
- building a wonder in the capital is okay unless another civ finishes that wonder first and there are no other wonders available to switch to. You have options but I wouldn't build all available wonders at the same time...leave yourself a wonder to switch to in case an AI civ finishes it first.
- you have the Great Library and a slight tech lead...there's no reason to be researching Gunpowder while there's Chivalry and it's Knights Templar to build...let Gunpowder come as a freebie.
- Temples and city garrisons would eliminate the need to have the happiness slider at 20%....it's gold going to waste.
- I would cut Iron and quickly build garrison warriors for later upgrade
- the military is mostly catapults which can't do anything on their own
- earlier contact with the other continent may have helped get free techs and give you the ability to trigger their early GAs.
So far you're doing fine. You conquered China and are in Republic gov't. If you eliminate a couple of cities so others can grow, build harbours and temples, and garrison your cities while creating defenders for your catapults you should be fine.
I wish I had a 4000BC.SAV or knew how to import this into a .biq so we could analyze city placement, etc. Anyway, hope this helps.