Simple questions, simple answers

How do I flip cities? How do i increase the unhappiness from other civs with different ideologies?

Cities are supposed to start flipping once a civilization's total happiness rating hits around -20. Getting it there can be kind of tricky, though.

If your tourism generates enough ideological pressure to push your opponents into a revolutionary wave, you've given them all of the unhappiness that you can out of ideologies. If they're still comfortably in the positives, you'll probably have to result to out-and-out war if you want their cities that badly. If they're in the negatives and just need a bit more of a nudge, however, you can start trying to limit their access to sources of happiness like luxuries. Cutting them off from city-state allies or banning luxuries outright via the World Congress are two ways to go about it peacefully, but in the end, ideological pressure alone won't always topple an otherwise-stable government.
 
How do I flip cities? How do i increase the unhappiness from other civs with different ideologies?

You need a lot of culture. I guess if you can only do one thing, acquire great musicians and send them on tour to rival civs. Making your ideology the official world ideology is also pretty much a must, but it isn't easy to flip a city if the other Civ has decent culture.
 
You need a lot of culture. I guess if you can only do one thing, acquire great musicians and send them on tour to rival civs. Making your ideology the official world ideology is also pretty much a must, but it isn't easy to flip a city if the other Civ has decent culture.

Actually, you'll need lots of tourism, although that usually means having lots of culture converted into tourism, as well as just using it for defense against tourism.
 
How do you deal with a diplomatic runaway now?

Poland bossed around his continent and once I finally met him, he had over 1000 points when every else had 400-600. He went full patronage into autocracy, and went on to control every single congress meeting with his city-state army, doing stuff like making autocracy the world ideology when he was the only one with it!

Every single city-state he controls he has 200-300 influence more than me, I am trying to hold on the remaining 3-4 but every single turn he steals them away. Spies seem to do nothing, nobody was interested in stealing my techs (I was playing culture) so they were level 1 and did basically nothing. I ragequit the game when the world leader vote was 10 turns away and Poland held 38 of the required 32 delegates.

15 days late, but I'll give you my best advice,as I am having this exact same problem with Alex in my current game. I'm closing in on a SCi Vic but the first WC leader vote was coming up. Alex owns his whole continent and I didn't get my act together early enough to take him down.

My solution: I let him have his CS's. But stick all my spies in the 5 CS's closest to my empire, which I have best relations with. In the 20 turns leading up to the vote I did every single quest that I could for them, until I was within 30 or 50 influence of Alex. I'd been saving my money, and trading everything to my 2 DOF neighbours. 2 turns before the vote I completed the last couple of quests, 1 turn to the vote I had a couple of CS's flip over to me due to quest completion combining with spy vote rigging. The remaining 3 I bribed (just managed to sneak in under the wire). When I had 5 allies I used the rest of my gold to bribe my 2 DOF neighbours to declare war on Alex, and declared myself. he is now locked out of a diplo victory. I still need to research to my final SS part. With 4 GS's to pop I should make it in 20 turns. The next vote will be in 20 turns.

So I will have to fight a defensive war against Alex on my continent until I can launch - but it's definitely doable. Alex has an army, but its across the ocean, and with a little good strategising I should be able to hold him off.
 
LikeMike: embark as Polynesia.

For others, embark after researching astronomy.
 
Question: Why do Great Prophets automatically generate whenever I play religiously? Even when I change it in the menu so that they don't come automatically. It's really annoying because I want to save up my faith to buy other things. I understand that the first two are automatic for founding religions.

I end up generating about 3-4 prophets more than I want to.
 
If you don't have anything more expensive to generate with Faith than Great Prophet (like Great Scientist), then you'll automatically purchase them when you get enough Faith.

I recommend you purchase Missionaries early instead, to prevent this issue. They're only 200-300 Faith early and can spread religion 2 times, while cost of Prophet increases each time you buy one. So if a Missionary is 200 and Prophet is 500, it's better to buy 2 Missionaries for 400 and save the Prophet for later.
 
If you don't have anything more expensive to generate with Faith than Great Prophet (like Great Scientist), then you'll automatically purchase them when you get enough Faith.

This isn't the case - automatic purchases of prophets end in the Industrial Era. You can rack up thousands of faith but only get Great Prophet when explicitly buying one.
 
Oh? Didn't realize it stops in the Industrial Era, probably because I always actually purchase something with Faith instead of letting it accumulate.
 
It turns into a purchase option like the rest of the Great People. In my current game I can't purchase any good Great People but I've spawned a few industrial era GPs and inquisitors to relieve my new fief of its heretic beliefs.
 
This isn't the case - automatic purchases of prophets end in the Industrial Era. You can rack up thousands of faith but only get Great Prophet when explicitly buying one.

If this is true, it is annoying. I don't see why I have to automatically purchase them when my religion is already flourishing and not in need of help. All those science buildings that I'm planning on faith-buying really add up and I NEED faith for them.

Seems more like a bug than a mechanic, especially since I clicked an option to not have them auto-purchased.
 
I don't think it is a bug- it is just at the Industrial era other Great Persons may be purchased. In effect it is a reminder and you can reset it to purchasing GP's. You don't have to do it after every one.

Also, if you have a Great Person in each of your cities a new one will not be born. Points will just pile up.
 
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