D0NIMATRIX
Full of drivel
I mean things like military units. Under non-communal corruption it takes too long to make anything, so I like communism for each city being able to fend for itself right after capture. Plus veteran spies.

About communism: Eventually, the amount of cities you have is simply going to outweigh the resources needed from the core to support them. Then communism makes all of the cities share the burden, and that gives a bunch of cash, which can be used for various ends. Like you said, the anarchy sucks, so why not switch asap when it's less essential to stay "archic" then wait until you really have to?
By the time I could go communism, I am not interested in deterring anyone, they are on a death watch and I cannot be deterred. ....
Why do I care about corruption in non core cities anyway? Slap down irrigation and rails and make scientist. No structures, unless I use CE's to make an aqua.
You get the 1 point for a specialist, so I am not going to pay 160 shields for the small boost. Besides, you get that tech at a point where you are likely able to start closing the game out an dthe happy faces will not be around in time to add to the score.
These are interchangeable terms?winning efficiently (i.e. quickly)
agonistes said:These are interchangeable terms?
I favor building in 'far-away' cities.
Buy the improvements. Particularly in the later game turns, I buy everything I can outside of the core. Never on the first turn, but usually turn 2-4 depending on the location of the city and the importance of the improvement (airport vs. bank, for example). But I also just love seeing my borders expand, so libraries and unis are worth every penny to me. I suppose if you are just playing to win, and win quickly, I suppose, maybe, there might not be much point to building up corrupt cities... but where is the fun in that?
Actually, considering this for a moment... if you have the game won, but the game is not over, why *not* buy them? Every game has a solid-line turning point. Once you are past it, you are just waiting for the finish line to arrive. You might consider buying things for the corrupt cities a waste, but why hang onto the gold? Isn't that a bigger waste? Unless you are trying to collect as much gold as you can, I guess...
As for units in cities... its been awhile since I've played Sid regularly, but I know that I used 2 units per city on Sid too, and never noticed a negative impact. They make citizens content, without having to create a specialist. They protect from wandering units, and I hate losing a vacant city to some sod warrior. They fit into the production cycle nicely early in the game. Best of all spearmen upgrade to Mobile Infantry. To me, its sloppy and inefficient to *not* leave units in every city. Perhaps I'm seeing the game from a different angle. After over 10 years of playing Civ (and Call to Power), keeping the two units in each city has been beaten into me. But I make no claims to being a champion Civ player! That's for guys like the great Lord Emsworth or Bamspeedy. So it is very possible that my methods are inefficient.
Right.Not sure what a Mobile Infantry is, but if it is a Mech
You can certainly play as you describe and win, that is fine. My objection is when players tell new players that they should play this laid back style.
I do not know anyone's game that I respect that plays like you are talking about.
Buying structures requires money, that I should not have, at least not to waste on structures in places that have no need of them. ... Money should be spent to get either more beakers or more troops. I do not hold on to it.
I think what you have to ask yourself is: do those spears ever get attacked? If not, why did you build them? If so, why are you allowing enemy units to wander around your empire?
It's entirely possible I bring it upon myself, but hasn't anyone else found themselves, however temporarily, at the mercy of a much stronger nation that is sending troops through your young kindgom, and if you demand they leave, the situation suggests the demand will incite a war that you do not at that time want? Sometimes you have no choice but to let other troops walk about your lands. During those times, if you have a city undefended, you are asking for trouble. The loss of a core city is a massive blow.