1. Attempt #1 was to try and leverage Germany's ability with recruiting barbarians, coupled with the social policy that reveals new barbarian encampments to produce an early military and quickly take over a couple neighbors. Then proceed on to a military victory...
This plan worked great. Maybe too great, as I quickly found myself over expanded after taking out 2 other nations + a couple city-states + was using settlers to expand also. I was stuck in a long haul of building courthouses (some with upwards of 50+ turn build times.) This allowed other nations to basically catch up to my unit count, and France used this opportunity to amass a huge army at my northern border.
I believe my fail here was not leaving them as puppets long enough (or perhaps, permanently?) What is the general consensus on when to annex vs. when to puppet? Is it always better to annex if you can afford the happiness? Is happiness always ok as long as you stay above zero?
I ended up having to turtle up but this somewhat worked out ok as I had huge amounts of science generating, and was able to achieve a science victory.
If you plan on taking over a large number of cities, puppet them to start. Unhappiness exists solely to keep you from expanding too fast and if you annex everything you conquer right off the bat you will find yourself in a hole. Generally I puppet everything in the country I'm conquering until I've finished and then I slowly annex the cities as more happiness-generating buildings and new luxury resources come online. Also, you can survive with a little unhappiness (as all that does is slow down how fast your cities population grows) but DO NOT let it get to 10 unhappiness. At 10 and below, your units lose 33% of their strength and your cities produce stuff much slower. Severe unhappiness will gimp your army and keep you from producing new units at a reasonable pace, it is very, very bad.
Pacman2k said:2. My second try was as Siam, going for a culture victory. Having only 2 cities, happiness was through the roof, and I had obtained just about every wonder possible, but I was still not generating enough culture to get my 5 policies maxed before 2050. (I think I was generating 110-120 per turn.) I was nearing 2050 and still had 3 more I needed to unlock.
Relation with city-states was good, but mostly via gold donations... This was putting quite a strain on my economy but I had no choice but to keep paying them because I needed the allies. They were generating basically all of my units for me and a good chunk of science (via that social policy that siphons 33% of allied states science)
Towards the end I felt annihilation was brewing as Arabia, who had swallowed up the entire rest of the continent I was on, minus one city-state, was amassing a HUGE force at my borders. Naturally my science was lagging way behind as well so I was facing tanks with my... elephant rider units and crap like that. It was scary looking.
I switched gears and tried to go for a UN victory, manage to get the research needed but Arabia crushed me before I could build the UN building.
I still want to achieve a proper culture victory... any pointers?
Use your gold to stay allies with cultural city states. If they were giving you units that means they were militaristic and not really adding to your culture. Focus on building wonders, gold and culture and stick what military units you have along your borders to ward off enemies (they seem to attack less when you have units lined up along your border). With a few allied cultural city states and the right wonders, you can produce 200+ culture a turn easily after awhile.
General question #1: Is the *base* production / build times of a city dictated by the number of citizens? I know there are lots of bonuses to production like via workshops and what not but where does the base value come from? Is it a good plan to tell your workers to optimize "hammers" first?
Production is based mainly on the number of production producing tiles in the cities radius (mines and lumberyards boost this). If the terrain and improvements aren't giving your city much production, it will never have much no matter how many production boosting buildings and monkeying with the specialists you do. When you go to the city screen (or toggle on the "Show Yield Icons" button) it will show you how much production (and food and gold) is being produced by each tile around your city. Toggling on the Yield Icons button is a great way to decide where to plant a new city, you might get familiar with it. Messing with specialists and your population to boost production (or science or what have you) can be a great way to optimize your civ but you have to be careful not to ignore other factors. Focusing everything on production will undercut your science, growth, and gold production. I tend to only mess with it when I really need something made fast or a quick influx of gold or something and then I change it back to the way it was. I might mess with it more when I get more comfortable with how everything balances out but for now I don't touch it much.
General Question #2: In general I feel like having to switch gears like that mid game means you fucked up... I think in both cases I would have been utterly destroyed if I wasn't playing on the default difficulty (level 2 or whatever) - Is this true, or do you find yourselves having to switch gears like this mid game even on the higher difficulties? (and does it turn out successful?)
Uh, it depends. It is almost impossible to switch gears from going the conquest route to the cultural victory route as once you've amassed a large number of cities getting culture is a real bitch. I know it's not that hard to go from conquest to a science victory though, and probably vice versa. I haven't tried for a diplomatic victory yet so I can't really say in regards to that. Switching gears mid-game doesn't necessarily kill you but it can be very hard. If it doesn't look like you're going to win on your current path, I can't see any harm in switching though.