Yup. Even if you end the alliance by conquering the civ you're allied against, you're rep's trashed.By the way, I just realized this, but if you sign an alliance, you have to stay at war for 20 turns. That explains why my rep gets trashed sometimes. And why nations go to war with me with no warning.
1. I hear some talk about exiling a civ (to an island usually) what is the purpose of that? Is it bad for your rep to have destroyed the last city of a civ?
Unless you still have an alliance in place, it does nothing to your rep. Exiling a civ to an island or other unproductive area is usually done for histographic victories. If conquest victory is enabled, you need to keep soembody around, but you don't want them ever to become a threat again, so you set up a nice little prison for them, then take the rest of their land.
2. I have read conflicting info on culture flipping probabilities. I captured the Inca capitol (Pyramids and Sun Tzu) by marching two armies (3cavalry and 2guerrilla+infantry) and simply taking it. Now I am afraid to lose it, but I almost have flight, and I'm thinking of airlifting more units there (and to a few other cities I'm worried about. I heard that with a big enough garrison you can ensure no culture flip, but I also heard the opposite... So?
You can prevent a flip with enough units, but if the flip chances are significant, you need a ridiculous number of units to stop a flip. Adding any land units with attack and defense values lowers the chances, though. If you download CivAssist II and go to the Cities tab, you'll find out the flip chances for every city as well as the number of units needed to prevent a flip.
Unless you think you can take out the Dutch in 20 turns, bring the other guys in to keep Willie's attention divided and to keep them from coming in with the Dutch against you. Just remember not to conquer them in less than 20 turns if you do bring in allies.3. Strategic question: On the other side of the world, Netherlands had about 1/3 of the second continent group, there are four civs on the group, should I get them allied against the dutch or should I pick them off in ascending order of power. Dutch have a tech lead over everyone but me, so I was thinking they might be able to take cities to their South, while I took their Northern cities, and make them refrain from attacking by placing lots of defense there.
IIRC switching to communism makes your spies into veterans--they become elite if you switch to fascism. I don't know if there's another way.4. How do your spies become veterans?
That depends on whether you absolutely need flight in 7 turns. If not, go ahead and revolt.5. I am researching Flight now, 7 turns (just starting), should I wait for it before I go Communist?
6. Is Communism really that bad for Commerce, Is it good for it if you have a lot of spread out cities?
It can be bad for commerce since you lose the commerce bonus from rep/demo, but if you do have a lot of cities widely spaced, communism might actually bring in more commerce once you develop those cities.