DanAngleland 说:
I should probably read the manual, but the last time I tried I had to give up (hate PDFs).
Yeah, I didn't bother with the manual either. You can see it if you check the city though
Arch, what do you mean by it only applies benefits to the city working it? I am talking about the happiness bonus of +5 each luxury gives, which is of course global happiness. You don't need to build a road to get that bonus, I am certain.
If the city isn't connected to the road network you'll only get the bonus in that city. If you check the resources for any other city you'll see they're missing the luxury. Once that city is connected to the road network, you'll see the resource added to each city also in the network and a bonus to happiness in each city from it.
The only thing that adds directly to global happiness are natural wonders and some of the government policies. I'm not sure exactly how global happiness is calculated; it's not the sum of happiness in all cities (I've tried to game it on that respect and it didn't work). I suspect it's % of population based, in which case you should get more benefit from increasing happiness in your larger cities than your smaller ones (which seems to be the case).
Whatever the actual reasoning, it doesn't seem natural, and the AI must be handicapping itself in a way the player wouldn't (building cities in tundra or desert provide little benefit, and of course high no. of cities = a drain on happiness and increases the amount of culture needed to get a social policy)
It's not. Number of cities don't affect happiness, population does. And a city which never grows from level 1 doesn't generate any population unhappiness (it was what my exploit was based on; if global happiness was just the sum of city happiness then you should in theory be able to massively boost your global happiness by keeping a city at level 1 and building all the +happiness buildings).
Culture is a bit harder to judge. The only AI's which care about culture are those geared for a cultural win, like Ghandi. In their case, they already adopt a strategy which mitigates the culture requirement increase (as you should when going for a culture win; with certain policies, wonders and buildings you will offset the increased cost which is a flat rate per city with the increased cultural generation in every city). Civs not geared up for cultural victory will ignore it for the most part anyway.
You're also overlooking the massive defensive advantage it gives the AI. By placing throwaway cities around it's prime land it forces any attacker to deal with them before they can advance to where they can do real damage; especially if it's geared as a war civ (they'll generally build forts and the like, so even a size 1 city is going to be attacking with a strength somewhere in the range of modern artillery). It prevents you being able to make a quick rush for the capital for a quick end to the war, and also buys time for it to prepare a decent military defence against your attack.
In fact, it's a strategy you'll generally see recommended for players to adopt on higher difficulties, particularly in the early game. Being able to drop 90% health off any Barbarian approaching your capital without using a unit is almost a fundamental necessity.
some people seem to do it with little or no prior interaction with you. It could be my playing on a huge world map with many nations on which is causing it, but I recall countries miles away from me denouncing me early game...what reason could they have?
Check nearby city states. Units on automated scout will happily trespass in a city state's territory which will give you around a -50 relation with the city state. AI's will then denounce you since it gives them a boost to their relations with that city state. The AI is aware of all city states without having to discover them, which is silly but there you go. Generally, even Mongolia's AI is geared to take maximum advantage of any opportunity to boost city state relations for free.
Interestingly enough, it's also why you can be the first to discover a city state, and see an AI civ announce they are protecting that city state in the same turn.
Well there is clearly a problem when I can get mech before riflemen
Like I said, it would depend on your research. Mech's only pre-requisite is electronics. I know you can get them before infantry since there's no pre-requisite tech on the electronics branch that requires you to have replaceable parts. I've not checked all the way back to gunpowder, but it might be possible. If it is the case, then I reckon the problem is your research strategy

You could probably tell by how quickly you advanced era's afterwards. Era advancement seems to be dependent on having all the techs of a given era researched; it's possible for example to be researching medieval techs and still be pre-classical if you ignore the sea tech. As soon as you research sailing you'll advance to the classical era; if you've got all the classical era techs but the sea tech researched, then assuming you research the sea tech next you'll advance immediately to the medieval era once it's discovered.
As for it being a problem, not necessarily. Most later units require strategic resources to be built, and by the time you hit the industrial era you're forced to choose between investing those resources in your military or economy. Depending on the hidden resources that get revealed, players might be forced to shortcut through the tech tree (as in the example of mech inf skipping regular inf) in order to make up for lacking oil; since players with oil are likely to start building tanks.