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14

There are a bunch of factors, so the answer depends heavily on what's going on in your religion and your Civ. Religious pressure will emanate from cities where your religion is the majority religion. This pressure can convert cities within 10 tiles, but it's kind of a complex topic. It's probably safe to assume that, in the absence of other religions, ...


10

Great Prophets are much more powerful (as their name would suggest). They can found and enhance religions, construct holy sites, and spread their religion 4 times. And when converting units, they can also remove existing religions from the city as well. Missionaries can only spread religion, and they can only do so 2 times (3 if you have the Great Mosque of ...


7

If you want the best possible relationship: Settle nowhere close to them. (Make sure your boarders don't reach them either) Constantly give them gifts. Make sure their army is bigger than yours. Let them do anything they want, allowing you to only have the 'breadcrumbs'; whatever's left over (that would probably anger other states too anyway). Make sure ...


7

The "what would make this deal work?" button is simply a shortcut: it sets up a trade that the AI will accept, so you don't have to click the "Propose Trade" button a hundred times with different values. That auto-deal is very close to optimal, but you can freely tweak the deal until it is more convenient – as long as the value to the AI remains ...


6

Once you capture a City-State, it is no longer a City-State, and you do not receive the bonuses due to being a City-State's ally. So that bonus Faith, Culture, Food, etc. disappears entirely, and Porcelain and Jewelry also disappears. Only Mercantile City-States produce Porcelain or Jewelry, so it's treated like any other City-State bonus and it goes away. ...


5

It's not cryptic; that means you get +1 happiness for every 10 citizens in a city AND 15% faster production when building wonders. Basically the "+1 happiness for every 10 citizens in a city" will be a permanent thing.


4

Generally, Civ V works as you would expect it to, with the wording on details intended to be clear and provide all relevant info, that is to say, without obscuring criteria. In this case, you get the production bonus AND the happiness bonus, as they are two discrete effects not tied together - if you only got access to the happiness bonus when you were ...


3

No world wonders Also a decent alternative: wasted time converted to usable production


3

Avoid: Having a weak military. This will cause them to be much more aggressive towards you. Warmongers and warmongering. AI Personalities have a huge impact on your ability to make friends & maintain that relationship. Avoid warmongering personalities such as Atilla, Genghis Khan, etc. Additionally, and this should be obvious, don't go being a ...


3

I noticed that if you convert AI cities to your religion, they still try to found their own religion. If your religious pressure is really high tho the AI religion has a really tough stand and probably won't be any danger to your own. I have also noticed in a few games that the AI still tries to spread their religion even when your religion is dominant. So ...


3

The answer is YES. Based on my experience, AI's are buying units specially when they are surrounded(usually the Capital) or about to lose a war. There are instances that an aggressive civilizations are buying units when they declare a war against other civilization.


2

The AI will never agree to trade cities, except in peace negotiations. You can gift cities but even if you're offering a million gold for a 1 pop city or offering to sell your entire empire for a single luxury, they will say no.


2

I'm not sure if this is Comment or Answer worthy as it's mostly speculation at my own experiences but here it goes (The way I see it is this might not answer directly or completely but it may help give-way to other answers and/or possibilities): When playing I've noticed that an AI opponent will do one of three things with a settler: 1) Send it ...


2

I believe I have found the source of your three free units. The Honor Tree's Military Caste: 3 units cost no maintenance (in addition to garrison bonuses). After some digging through Communitas's patch-notes documentation I found this page which contained the information. This is the only maintenance-free changes I could manage to find in all of the ...


2

These have no effect, its just a flavor/role playing choice.


2

In Civilization 5, staring resources are determined by the map seed. It is most likely that you've been playing with the same map settings... and seed over and over.. Or luck. As for surrounding terrain placement/spawn location - That IS biased to each empire (but can be disabled in advanced settings). I've created about 10 games, none but one contained ...


1

Wonders are not disable-able in the base game. I would expect it would be possible to remove them via mods, however.


1

AI Civilizations tend to hate their nearby neighbours, this is particularly true for "coveting your land". Generally speaking, their they have similar goals to you, and they are far away, they will end up liking you. Your nearest neighbours will end up hating you no matter what your goals are however. How badly do you want them to be your friend? ...



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