I'm just getting back into C3C after a several-year hiatus. Also, if I've ever played PTW, it's been years. So, with those two caveats out of the way,
welcome to CFC, @HEEL_caT666 ! I haven't read every post in depth, but a few caught my eye that I'd like to address. Once upon a time, I knew a couple of tricks about this game. With that said, let me be honest: I'm an Emperor-level player, at best, with a couple of DG wins under my belt. I can't do those consistently.
....I then tried to play a game (Chieftain, Germans, PTW) to try out my new skills....
One of the oddities of C3C is that Chieftain has its own difficulties. The AI has no money, routinely follows the same research path, and doesn't manage workers well. The result is that the player has to drive all research. I actually find it easier if I move up to at least Monarch, and my preferred level is Emperor. At that level, the AI discounts at least give it something to trade with. I'm never really interested in trading The Republic for 9 gold.
....You can see in the screenshot ive got like 12 workers there doing nothing, and in addition all of my terrain tiles literally everywhere are improved, so now I'm in a situation where my workers are essentially doing nothing because without warring with the Celts (which I'm not prepared for) there is no new cities, and all I can essentially do is build trade links with other civs. My self assessment tells the that I built too much workers early game, which is why I'm here.
IMHO, if your workers ran out of things to do, you should have freed up more territory. That said, you've avoided one of the most common newbie mistakes, which is "not building enough workers." So congratulations on that.
....What is (if one exists) the standard build order when you build a new city? How many workers should I build for my city and when? How should I sequence worker, improvement and military unit production? And how many should I garrison?
Those are really hard to answer without context. For my first 3-4 cities, I'll be looking to turn at least one into a settler pump and cranking military units (usually archers and swords, though far better players than I suggest horsemen) out of the others. Squeeze in a worker when possible, and buy them off the AI at every opportunity. (Slave workers do not cost upkeep, if I remember correctly.) For my 183rd city, it might be artillery, and it might be wealth. It won't be a temple.
Side question about railroads - is there like a procedure for it (link between cities first then improve all the terrain tiles f.e.) and should I consider using Automate No Alter (which i assume doesn't change the improvements, but could change railroads?)
Never automate workers. You're capable of much,
much better worker management than the AI. That said, my usual pattern for railroads has been: (1) connect the main cities and my war front(s); (2) rail the rest of my territory for the yield boosts.
Sure I mean I can try settling the next peninsula I guess I'll send them there. I was definetly looking at upping the difficulty later but this is just a trial game.
Settle everything in sight. If you can completely cover your continent, it leaves the AI no place to settle. Clearing your continent of any AIs goes a long way to giving you some breathing room. I don't know much about culture victories, but for Conquest, Domination or Space, clearing your continent of all competition goes a long way to giving you some breathing room. If you go Republic, which is a solid choice for Space, you can build a few stacks to defend a few regions of your territory, and skip garrisons.
....Well, how would I be able to do 4-turn tech? I would have to have the bar set on 80% science at all times pretty much... And from what I've heard it gets much harder to do on higher difficulties. Does that mean I have to save as much gold as possible and build as many cities as possible in despot? From this a question arises - which sort of government should I switch to after despotism - Monarchy or Republic? From one point of view the Republic gets much less corruption, but does that outweigh the potential gold losses on unit support? I guess if you have a lot of cities on the fringes that constantly waste gold it maybe worth to stay on monarchy for a while?
You're already read Cracker's Opening Plays, I think. Bede also wrote an article on the Role of the Specialist Citizen, which should help sort out specialist farms for you. You might also consider The Four Rules of Wonder Addiction and Multiplier Buildings, A Practical Primer (written by some knucklehead).
Here's how I do it:
1. Decide on the victory condition;
2. Build what you need for that condition;
3. Don't build what you don't need.
I'm a warmonger, so for me, that means:
1. Early wars with archers, swords or horses;
2. Clear my region;
3. Clear my continent;
4. Be sure to take cities, gold and tech in peace deals;
5. Research ways to invade;
6. Clear the other continents.
My infrastructure consists of libraries, aqueducts, barracks, and markets. Maybe the occasional bank. If I want the Pyramids (which are admittedly very powerful), and they're on my continent, I go take them after they're built.
....As in, let them grow over their limits ASAP and switch the extra to scientists for research? Why would you not build improvements there though? (and what if they literally have nothing more to build i.e. army too big?)...
If you're talking about specialist farms, here .... You don't build improvements there because there's no point. Specialist output doesn't go through multiplier buildings. IOW, if you have 10 science from working tiles in a core city, and you build a library, you get 15 science (if memory serves on the %.). In a specialist farm, each specialist produces 3 beakers in C3C, and if you have 3 scientists, you get 9 beakers. If you build a library, you still get 9 beakers, but have to pay the maintenance.
UPDATE: I'm on 270 BC now and all is going well. Im a republic with about 10 towns and I'm going strong. The 3 started cities are producing settlers like there is no tomorrow.
You did well. You should be trying to get out of Despo as quickly as possible and you obviously did so. Staying in Despo is a good way to choke an empire.
....The only bad thing is that I'm struggling a bit with gold management - I'm loosing money! Hopefully these new cities will help with that.
Roads, roads everywhere. In Republic, the Despo penalty goes away (obviously), and: (1) any citizen working a tile with a road earns 1 gpt; and (2) Republic adds an extra gpt to that. So every road worked by a citizen becomes +2 gpt.
....Well I dont see the problem really, because berlin has nothing else to build, and leipzig is gonna be my settler pump, so?
This dealt with the Pyramids, if memory serves. The Pyramids cost 400 shields. How many swordsmen, archers, and granaries could you have built with those shields? Don't misunderstand me, The Pyramids are very powerful, but you can build a very big stack of units and go take it, at least up to and including Emperor level.
....Again Leipzig is my settler pump here, It's making quite a lot and those cities have nothing else to produce - making more warriors for no reason than to just explore seems like a waste to me.
So don't just go explore. Go kick in some doors.
Lots of players enjoy culture and space victories and there's nothing wrong with that. TBH, some players far better than I enjoy those things. If that's what you want to do, go for it. But I'm an old warhorse. If I want to win a space race, I'll kick everyone off of my continent, bribe them into wars against one another, and build a space ship. A more likely scenario is that I'll kick everyone off my continent and then go invade. Culture? Yeah, not my thing.
Again, welcome to CFC, and enjoy your games!