Quick Answers / 'Newbie' Questions

One option is using a pre-build.
I haven't quite mastered the pre-build strategy, but in this case I really couldn't do it, as I simply did not have the town long enough ... I stole it from the Aztecs, and was the only town I had on a river. If I had to, I would have attacked the Aztecs and taken the town they were building it in, too (and I probably would have succeeded). As it was, I was able to sabotage production, and I still went right down to the wire with an equal number of turns left. They were able to rebuild very quickly. (In fact, I spent more than half my gold on the sabotage, and I still ended up with 6K+ in gold.
A second strategy involves "micromanaging."
I did this, too (it's usually my first thing), and still needed to do the sabotage to even things out. And I did lose 1 pop. as a result of starvation, but it worked out in the end.
I believe there are war academy articles on all of these topics, which would be good supplemental reading. There's also an article about science farms which is more applicable to larger map sizes, but also useful as it discusses the use of scientists which you may not be very experienced with using.
I do use scientists (I assume you mean specialist citizens), but not very strategically. I use entertainers when I must, but otherwise am more likely to use taxmen, and later civil engineers (I had one in the town building Hoovers, but he died and I had to replace him later).
 
Keep in mind that building a city on a fresh water source (a lake or a river) gives you a free aqueduct which costs non-agricultural civs 100 shields. The point is fairly moot if there is no fresh water near your starting location, but I would regard a fresh water-less start as a poor one. Even then you could start considering a palace jump to, literally, greener pastures.
 
Keep in mind that building a city on a fresh water source (a lake or a river) gives you a free aqueduct which costs non-agricultural civs 100 shields. The point is fairly moot if there is no fresh water near your starting location, but I would regard a fresh water-less start as a poor one. Even then you could start considering a palace jump to, literally, greener pastures.
If I start near a fresh-water source, I always want my first city to have that source within its borders. That was not an option in this last game, though ... there was only one river on the entire map, and it was at the other end of the continent from me. In fact, most of the tiles in my area were either jungle or marsh that I had to clear ... if not for being an industrious civ (Mayans), I would have had much more difficulty.
 
I have learned to cash rush towns that culture-flip to me based on this game, because Canton flipped to me, but then later flipped back and stayed there. I should have immediately started cash-rushing Temple, &c., to make sure it stuck with me.

Actually, better than building culture is to starve it down and/or rush lots of workers. Rush a bit of culture to expand its borders if China controls some its the 21 tiles, but the citizens are what causes flipping back in most cases. It does depend on which civ has more local culture, but (unless it was a freshly built town) this is something you can't change quickly or at all. Reduce the population, and keep an eye on the flip risk.

What's ICS? I was tempted to go after the Aztecs, but there were too many MPPs in place, and so I let the AI Civs beat each other up while I stayed mostly out of it.

ICS is when you plant cities with only a single tile between them. It is a bad idea for anything except empire-wide culture games, but it lets you pack lots of culture buildings in a small space. For a fast culture win, expand speedily, but lay out your normally spaced towns as best you can so that later you can fill in towns on every other tile. Serious players will rearrange towns taken from the AI, but I'm too lazy to do that. Once you are as big as you'll get (either because of the domination limit or because you don't want to go to war at the moment), fill in towns and build cultural buildings. If you are using ToA, you'll get 8 cpt from temple, library, and cathedral, so with 100 or so towns your culture goes up pretty quickly. Without ToA, you have to build the temple, but you also get the university and maybe a research lab. You won't get everything built in every town, but every town adds to your total.

I opened up a 100k save file from a recent game. I had 2200 tiles, 310 towns (so roughly 7 tiles per town), and 1762 cpt at the end. Perfect ICSing would have 4 tiles per town, but water and mountains get in the way, and I don't rearrange the AI cities, plus I settle a bit looser right next to the capital. Still, it is a very close building pattern.

MPPs are risky, but you can also use them to your advantage. If you want to attack someone without triggering their MPPs against you, make MPPs with everyone they have an MPP with. Then declare war, but don't attack. Leave an easily killed unit alone on the border as bait. When they attack it, your MPPs trigger. Do watch out for unintended ZoC attacks, though. Make sure units with ZoC aren't right on their border, or you may accidentally attack them inside their borders when they move past.

If there are lots of other wars going on, it is riskier, but sometimes worth it. If the other AI have easier targets than me, I won't worry about them. I'll concentrate on my target, and then fill in land left empty by other wars while I fight defensively until the MPPs run out. Usually, though, I'll wait for them to expire before attacking, because I don't like warfare so much.
 
Actually, better than building culture is to starve it down and/or rush lots of workers. Rush a bit of culture to expand its borders if China controls some its the 21 tiles, but the citizens are what causes flipping back in most cases. It does depend on which civ has more local culture, but (unless it was a freshly built town) this is something you can't change quickly or at all. Reduce the population, and keep an eye on the flip risk.
That actually makes sense ... can almost always use more workers, anyway. I hadn't thought of the native culture of the various citizens of the city being a relevant factor.
 
ICS is when you plant cities with only a single tile between them. It is a bad idea for anything except empire-wide culture games, but it lets you pack lots of culture buildings in a small space. For a fast culture win, expand speedily, but lay out your normally spaced towns as best you can so that later you can fill in towns on every other tile.
In my experience, this really only works if you get any of the wonders that give you free buildings that produce culture (temples, cathedrals, labs) in every city.
 
Well, it certainly works best for a speedy 100k game if you have the ToA. I don't think I've ever had a 100k game go until the Internet is built, though. If you let the ToA expire, or you never acquired it, things go slower, but still you want lots of towns.

I've been trying some 100k games in PTW on huge. The lower culture limit in PTW compensates for the lack of ToA and the early pop-rushing of feudalism, so that games are pretty comparable. In these games, there are no free culture buildings, but ICS is still the way to go. I don't ICS from the beginning, though, only after all my expansion is done, and then mostly from the outside in so that my productive cities stay productive.
 
I don't ICS from the beginning, though, only after all my expansion is done, and then mostly from the outside in so that my productive cities stay productive.
I sort of tried that my current game (Standard map, Continents, Warlord, Koreans, going for Spaceship) ... expand first then build new cities in the interior. But I was able to do only very few, because the older cities had grown sufficiently large to work all the in-between squares. OTOH, I suppose I could limit growth to 12 so as to have more towns with buildings, but not this game, where some of my towns are packed in enough to limit growth to fewer than 6.

I also went for 3BYO on the theory that there might be more resources, but it doesn't seem to have made a difference, and lots of mountains prevent settlements in some areas. If anything, there are fewer resources worldwide (though made up for by things like hills, rivers and forests), so I'm in late Industrial era and still cannot get any Coal ... even Rubber, I was lucky to find an unsettled square on an island near a Roman town ... so I still have no railroads. In fact, my entire continent has no coal (unless a rival civ's town is sitting on an outcropping). I may have to go to war on another continent just to get the coal if I can't trade for it.
 
Other variations on the ICS theme include: a science or culture "farm"

Let's say you've conquered a swath of land from an AI which is sufficiently far away from your core cities that corruption is really bad. Maybe only 1 or 2 uncorrupted shields per turn. Consider planting lots of little towns in between the AI's towns, C-x-C, knowing full well that they will have only one or two tiles of their own to use. If the surrounding terrain is grassland, they could grow to size 4 or 5, but more likely they will stay size 2 or 3. Irrigate all the tiles, and put roads and railroads everywhere.

For a spaceship victory, you want to fill these little towns with scientist specialists, since those 3 beakers per turn are NOT affected by corruption. When I do this, I can't resist the temptation to cash-rush marketplaces, just for the happiness multipliers. Hope that you will do better than me!

For a civ-wide culture victory (80k or 100k, depending on map size), each of these little towns is a platform for cash-rushing culture buildings: temples, libraries, cathedrals, coliseums.

Naturally, this "field of towns" could be tempting target for an aggressive AI, so keep an expeditionary force of fast movers nearby to repel any shore landings.
 
I sort of tried that my current game (Standard map, Continents, Warlord, Koreans, going for Spaceship) ... expand first then build new cities in the interior. But I was able to do only very few, because the older cities had grown sufficiently large to work all the in-between squares. OTOH, I suppose I could limit growth to 12 so as to have more towns with buildings, but not this game, where some of my towns are packed in enough to limit growth to fewer than 6.
If you are going for space, you don't want to ICS, except for science farms in totally corrupted lands. For a spaceship win you need a well developed core with reasonable production. You want those large core cities when going for space. Really, fast 100k culture games are incompatible with fast research games.

If you want to go for culture, after all your military needs are met, you shrink your core towns' populations and fill in with new cities that build culture. The old towns don't need to build anything anymore, so you move their population to new towns with new libraries, temples, etc.

I don't think the age of the earth affects resource distributions. Clear the map to search for coal on your continent, and also on the other continent. There may be coal hiding on your continent. If you find someone on the other continent with more than one source of coal, but they can't trade it to you, there are two options besides going to war. It could be that they haven't roaded it yet. Ship over some workers and road it for them. Alternatively, they could be trading it to someone else. If you can figure out who they are trading with, you may be able to start a war with their trading partner and then ally them. Once they go to war with their trading partner, you start trading with them. If their trading partner is also on the other continent, you don't really have to participate in the war.
 
If you are going for space, you don't want to ICS, except for science farms in totally corrupted lands. For a spaceship win you need a well developed core with reasonable production. You want those large core cities when going for space. Really, fast 100k culture games are incompatible with fast research games.
Ok, good. I added the smaller, cities - not in the core, but further out - to try and take more territory as I moved outward until I encountered the Celts (who are most of my border) and could not expand any more. Plus, one town I planned ahead for had my one oil source so I plopped the city right on top if it (which I was going to put it there anyway).
I don't think the age of the earth affects resource distributions.
Clearly, it doesn't. I found that out the hard way. In fact, my last couple of games have been resource-poor worlds. The RNG effect...
Clear the map to search for coal on your continent, and also on the other continent. There may be coal hiding on your continent.
Oops, forgot about that. I'll check. Worst case scenario, though ... if someone has two sources of coal, I can give them Steam Power to access it if I have to.
If you find someone on the other continent with more than one source of coal, but they can't trade it to you, there are two options besides going to war. It could be that they haven't roaded it yet. Ship over some workers and road it for them.
That's what I'm thinking of doing, since it appears one source is not connected and the other is. I like, as a personal challenge, winning a game without going to war (unless, of course, going for a Domination/Conquest victory), but I've only accomplished it once before at Chieftain (and that was by accident).
Alternatively, they could be trading it to someone else. If you can figure out who they are trading with, you may be able to start a war with their trading partner and then ally them. Once they go to war with their trading partner, you start trading with them. If their trading partner is also on the other continent, you don't really have to participate in the war.
That's an interesting approach. I'll see what works, thanks.
 
I don't think the age of the earth affects resource distributions.

Well if there are more regions where you cannot settle, than chances are higher that resources are outside of where you can settle. Coal can appear in mountains. In extreme cases colonies may be required to use coal.
 
Something I've never figured out ... what causes culture flips?
 
Foreign citizens and tiles that your city could use if they were not in foreign culture.

https://forums.civfanatics.com/threads/d-2000-in-flip-formula.41933/
I was thinking more along the lines of what causes AI cities to flip to me ... the reverse has very rarely occurred for me. But I suppose the formula works either direction?

In this particular case, it was a city of 12 that unexpectedly flipped to me. It had no buildings - i.e., no culture - and currently I have a Temple (not ToA), Library, Colosseum, other non-culture buildings, and am working on Cathedral. 11 happy, 1 content, all Korean (I'm Netherlands). I don't know the civ-wide culture for Korea (or how to find it, apart from investigating all their cities), so I'm not sure how to use this formula - unless I missed that it's just about civ-culture points for the city alone (which is 100% me, 0% Korea).

Anyway, I'm interested in understanding how it flipped to me in the first place (I've not yet been to war with anyone), and how to prevent a return flip.
 
While I'm at it ... Greece seems to have pulled slightly ahead in tech, having gotten SETI and the Internet (much to my chagrin, to say the least*), and so with only around 46K culture I'm switching gears to the Spaceship. However, I have the UN, and am wondering how to determine whether I should risk holding elections. I am equal with Greece for territory (16% each), ahead of Greece for population (24% vs. their 16%), and I am far ahead of anyone on culture. Is there any other criteria I should consider? I don't want to get stuck with a Diplomatic defeat like I accidentally did once before.** And if an election is inconclusive (i.e., no one has the winning votes), will the AI tell me who voted which way?

* With impolite language emanating from me to an empty room. I tested sabotaging production of SETI, and it didn't help ... I "succeeded," but it took almost the same amount of time restarting. I didn't even try with the Internet ... my investigation showed it had only 2 turns to get versus my 14, and I could not afford the many thousands it would have taken to sabotage.

** I had let someone else build the UN, and while I was well on my way to another victory I wasn't even a candidate for the UN, so I lost. I was playing Japan at Chieftain - one of my earlier games in C3C when I was still getting used to it, but it was still really annoying.
 
I am equal with Greece for territory (16% each), ahead of Greece for population (24% vs. their 16%), and I am far ahead of anyone on culture. Is there any other criteria I should consider?
Territory, population and culture are all irrelevant as to whether the AI will vote for you... If an AI is "polite" (or even better "gracious") towards you, it will vote for you. I'm not exactly sure whether other factors such as whether in the past you have declared war against them or broke a deal with them also matter or not?!
 
If an AI is "polite" (or even better "gracious") towards you, it will vote for you.
Ok, I can measure that.
I'm not exactly sure whether other factors such as whether in the past you have declared war against them or broke a deal with them also matter or not?!
My only war was Korean DoW against me for no reason fathomable ... just appeared to have happened randomly. No broken agreements, no DoW by me. I'll check everyone's attitude. I'm just far enough ahead of Greece in other areas - score, culture, I think roughly equal on research (just in different areas). I think if I'd researched Computers --> Miniaturization instead of Rocketry (needed Fission to build the UN), I might have gotten SETI and then the Internet since I wouldn't have been behind on that track. Now I'm researching Space Flight to try & get a head start on the Spaceship, but if I can get a Diplomatic Victory I won't have to fight for the ship.
 
I ended up holding elections ... I won 5-3 vs. Greece. I expected Greece & Korea (my archenemy) to vote for Greece, but Iroquois was a surprise ... "Polite" does not mean you get the vote after all, though I did end up getting the win. Got "Magnificent" again, and my 2nd-highest C3C score.

ETA: It was also my first try at a Seafaring Civ, and did it on Archipelago (Standard map). I only used it for a little overseas settling since I was on a rather good-sized continent with Korea, but my coastal towns (most of them) grew quite quickly, enabling me to grow toward the interior and ultimately get three Korean towns to flip and winning one in the war they started. (BTW, I lost most of my Cavs at one point to Riflemen in another Korean town that was just driving me crazy. I got what I needed in the end anyway, which was some of their oil, but still...)
 
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