Conditions: from 2-6 nations, medium or large maps, with larger land area and GG

A month ago, an article “The ABCs of Network Play” appeared from Dmitry (Diman000), in which he briefly described the correct points when developing on a tiny/dueling map. The points described in that article are very important when playing on fast speed and a duel/tiny map, BUT with an average game speed and larger maps, a lot is different...

Aboutfast-games.
The first thing I would like to note is that the developers made the game for medium speed and therefore the game at other speeds is less balanced (the cost of science/production, etc. is only proportionally changed there). At fast speed, unique units of various nations become obsolete very quickly and simply are not even built (not to mention the fact that they often have no impact on the game). Therefore, when nations have a property or building instead of a unique unit, this is often preferable, since it has a more lasting effect on the nation. In addition, it often happens at fast speed that there is simply nothing to build in the city (everything has been rebuilt, and the science for new buildings has not yet been discovered), which also indicates a certain inconsistency in the balance of the fast game; at medium speed this happens extremely rarely. It is also important to note that by default, the time per move in a fast game is less than in a medium game (which often simply does not leave time to plan a game strategy, and sometimes just finish the move); and this, taking into account the huge production of cities (and, accordingly, units), a good fast-click has a strong influence (the volume of production per city turn is the same, both in medium and fast play; at the same time, the cost of objects/units at fast speed is significantly reduced - this is why there is often simply nothing to build in the city when playing at fast speed).

The only important reason why fast games are played is to be able to play the game without replaying "in one sitting", while playing at medium speed almost always requires a replay.
I myself have already played more than 50 network games at average speed (most of them are duels, but often with the addition of 1 to 4 computer players), and some games (with card sizes of standard or more) lasted a week and required up to 3-5 replays in the evening ( 3-5 hours). But if the game was equal (and it is often equal, since there is a way to determine the value of the opponent’s bonus for the game), then the final endings turned out to be especially interesting (I have not seen such endings at fast speed, since there the game is on, as a rule, in the forehead and is won simply due to more production/science, as well as a good fast click).
In addition, in almost half of the games I played, they started not from antiquity, but from a later era. It is strange that the beginning of the game is not used much by players since ancient times. When playing G&K, this greatly limited the choice to only one of three cultural institutions (and in fact will or tradition).

Principles of competent play at medium speed:

1. Selecting a capital:
Since playing on medium-sized maps quite often involves playing before atomic bombs and bombers, the choice of capital should be approached extremely carefully.

The main criteria when choosing a capital (approximately equal degree of importance):
- river (the capital must grow well, since it usually gives the most science and money)
- the presence of a miracle (of course, if it is possible to build 3 cells from a miracle of nature, then this must be done)
- on the open sea (now that there are merchant ships - this is extremely important, + additional possible wonders of the world)
Advice for beginners: If you place a city on the ocean, then provide it with either minimal shelling from enemy ships or control the sea (and also place the second city nearby and near the ocean, both to conquer the ocean and for sea trade routes between your cities)
- near the mountain (the increase in science from the observatory is very large + additional possible wonders of the world from the proximity to the mountain)

Less important are those factors that are extremely important on duel cards in a fast game:
- a city on a hill (at the same time I agree that at high speed and a small map - this is perhaps one of the main criteria)
- the presence of rare or strategic resources (the capital can increase the territory by 5 cells and reach an important resource, and happiness and resources can be taken from the main character)

I would also like to separately note the miracle of “Peter”. Sometimes it is worth building a city/capital for it, but in this case you should be almost sure that you will be the first to build it (I do not recommend building it if there are less than 3-4 petroholms). Cells with a desert with Petra give production as with a plain, so if you are not sure, take the capital away from the desert so that you don’t later regret that someone built Petra before you (and the capital ended up with a lot of lost desert cells). A more reliable option is to build Petra in the second city, which is maximally tailored for production (Petro-hills), after exploring the enemy’s territory at the expense of caravans or a great man.

2. Intelligence
If on quick games reconnaissance can be neglected, since the war begins (and often ends) before modern times (spies do not play a role), then for games on average speed/maps this is a more important factor.
Firstly, since capitals are often far from each other (from 15 to 25 cells, or even further), often illuminating the enemy’s capital (territory):
a) you can and should protect your own from being enlightened by the enemy (and this is a huge advantage and savings for science due to stolen technologies :)
b) know what he is building in the capital, and what potential resources there will be/are in his/nearby territory
c) plan military operations to seize/control/hold territory or resources and trade routes

3. Trade routes
After the appearance of trade routes between your cities, you need to try to make them safe (from barbarians and enemies) and build them as much as possible. At the same time, if you play through tradition (although the will is average/ large maps usually generally preferable), then still build a second city as early as possible, additional food, and later production is much better than if you send caravans to your neighbors for money. Only at later stages (not before industrialization) can they be transferred to the accumulation of money.

4. Interaction with GG
The role of the GG in the BNW has increased significantly, especially to compete for votes in Congress. With equal demographics, this factor usually reveals the winner of the game. Therefore, before the Middle Ages, try to determine for yourself those GGs that you are going to make allies on a permanent basis (you can also distinguish 2 categories of GGs: for capture, for collecting tribute).

5. Interaction with computer players (recommended PC game level: “immortal”)
Trade and war with computer states.
As for trading, everything is simple - you leave yourself a minimum of resources (happiness no more than 4-8), everything else is for trading with a computer player.
For war: As a rule, due to the starting bonus in units, until the Middle Ages the comp. the enemy is dangerous because he can go to war with decent forces, despite the fact that his troops good player will easily recapture, it will require time (including repairing the destroyed territory) and possibly production (walls/archer). Therefore, the ideal and painless option is to take out the enemy with frigates (which you will prudently receive after upgrading them from galleasses). But if the enemy’s cities do not have access to the ocean, then you can wait for artillery (go out first). Often, the moment of war is determined by the computer player’s desire to trade unfairly or by the presence of a special. unit (playing as Zulus, Songhai, Huns, etc.). At the beginning of the comp. the player is ready to give 5-6 coins per turn for rare resource and this needs to be used, as soon as he offers 3 for a rare resource, then the relationship with the computer is not very good... and you should think about capturing/destructing it.
Capturing a computer player: having an advantage in troops over the computer, and after capturing his city, offer him to give up his other city for peace for 10 turns. In this case, you will not only save money/time on capturing this city, but also get a city already slightly rebuilt by the enemy with a number of buildings. However, after being captured, it is better to immediately destroy some cities, because happiness is not rubber, and your cities and the captured capital of the computer will still grow. And most importantly, when taking out a computer player, don’t rush, and then you’ll take out your opponent without losses, and at medium speed it’s not as easy to quickly build units again as at fast speed.

6. Cultural institutions.
In most cases, it is correct to close a cultural institute as soon as possible and not spread yourself thin, since the final bonus that comes with closing is better than any opening of another cultural institute. Also in BNW the institutions are more balanced. With large maps (with a large number of GGs), you can not only open the “patronage” institution, but also close it (after all, we want to control the votes at the congress, and getting several great people will help a lot). Also on the map there are continents and the like (if almost all cities are near the ocean), it is very advisable to take travel/marine_infrastructure, because when cities multiply initial bonus+3 is a very strong bid for control of the ocean and all sea trade routes (+total production). The only thing, it seems to me, is that piety doesn’t look good in comparison with others, and I don’t even know in what cases it can be recommended, and you should only take/close aesthetics when playing for Venice or India.
If I remember anything else, I’ll add it, but I seem to have outlined the basic principles of playing at medium speed and on a rather large map.

Afterword. Providing a handicap (cash bonus) to a less advanced player.
Yes, I would also like to add: everyone’s level of play is different, some play stronger, some weaker. But there is a way in which any player, starting a game with a stronger opponent, would consider his chances of winning it decent, and the game would turn out to be equal and interesting. This can be done by changing the file with the difficulty level (in the game folder, the file is called CIV5HandicapInfos). I recommend giving a head start not in happiness, but in money to a weaker player, while leaving the level of development of the GG and the nations controlled by PCs at the level at which the host plays. By the way, the last 20 games with my regular opponent - this is how I play, and many games in this case lead to real strategic confrontations, where a fast-click does not affect the result at all, and the correct and timely direction of attack or control of a key point allows achieve final victory.
Let me explain the mechanism for providing a monetary head start for those who have a regular partner, but he plays weaker (and therefore there are no real memorable confrontations), but at the same time they want an equal and interesting game.
When independently changing the difficulty level, we set the same game/computer development parameters for all levels. Usually this is the difficulty level that the host plays on (for example, immortal), and for other difficulties (which less advanced players will play on) we make only one change - we add a cash starting bonus (everything else remains the same as at the immortal level). And then at the beginning of the game, after the foundation of the capital, weaker players who started the game on king difficulty or lower will have a certain number of coins that they can spend on purchasing workers/settlers or lower ones. I consider the following optimal receipt/distribution of initial money for different difficulties: 300 coins when playing on the emperor difficulty level, 500 on the king, 800 on the prince, 1200 on the commander, 1600 on the leader, and when playing as a settler, a beginner will receive 2000 coins immediately after the foundation of the capital.