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翻訳の問題を報告
2 is the best.
Influence doesn't give you much in the second half of the game. My last game ended at 14 out of 8 cities cap, still positive influence.
During a military play, some AI was doing better for influence and for first time I quoted some mechanic, at first it's synergy with neighbors, which is cool as it can gives you free Research points, and if you research with many holes as I was doing, you also get full research for money. And later it started be political influence, at first only option to change a political option, later more forced to change a political option or in case of refusal get some pop happiness penalty (on a town).
So even if with this military play, I did some +2 towns during some time, for +3 I didn't delayed much destroy a captured town to make it outpost, when needing. Moreover go +2 towns soon, aggravate a bit the influence problem even if it's still low numbers.
EDIT:
About the usage of influence, it's double edge, when being influenced it makes AI request stuff, and reject it gives you tool to push them make war, and ensure some small war support penalty at easy turn isn't for you but for AI. But then you need capture towns before surrendering otherwise when not influenced by your influence they won't be offered for surrender.
Still, I could not win this play, but probably because I delayed too much sea expedition, but that's not easy when busy with successive wars.
Perhaps I could finish 2nd if I can't win, I'll see. That said it's also because it's harder and I struggle more that this play is more fun, so it confirms the difficulty to build an economy with conquests. But there are elements, like pick wonders natural or build for you, get towns with a lot of constructions but it's harder population wise and it's hard pick a town and all dependencies so it's less efficient than it was. Moreover this generates a lot of troubles with relationship because you'll get in conflict into alliances, trade broken that make AI upset, and more, all of that making trading very difficult with neighbors, and then happiness extra problems.
I chained with Aztecs (sum of +3 speed for land units, very effective for military), then Venetians because I was hoping increase money income significantly but it was a very bad choice as I'm' still struggling to do many trades, wars in series don't help. And then Zulu, lol. good fun this "military run" but eventually I could fail end 1st, I'll see.
Some AIs will quickly enter in war but many won't even with a ton of request waiting. But for sure this can generate troubles with trades even without wars. But as soon as it's a non modal request, so you can ignore and play next turn, it should not block trades, but I don't know the exact rules.
So it's very dependent of AI selection at start, if you pick many aggressive AI, you'll have to manage wars quickly. And if you want generate wars reject their requests, otherwise ignore but later they could come in play. Sometimes you have the option to request a cooldown and you and the AI did request, but for me each time they refused but it aggravated nothing.
I had a totally weird request like that, not influence related but the AI had this trait.
Another possibilities are those AI focused on independents, they consider own all of them, sort of.
EDIT:
Another possibility is also a bug, from influence computing, for example consume many pops, it "will" change influences balances, and the AI consider already the result, but population grow and other factors won't allow a real influence change.
As for the ideologies, here are my opinions about each axis:
Collectivism vs Individualism: both are good; the first is for industry, the second for money, so it really depends on your goals for the current game. This is the axis with the best balance, IMO. Collectivism is probably more well-rounded, while Individualism is more tailored to a specific mercantile play style.
Homeland vs World: Homeland's bonus is better -- even if you're a pacifist, because your total combat strength affects the AI's attitude towards you and can deter or encourage their aggression depending on how yours compares to theirs. Most of the Homeland civics are good, too. World can be good if you have cultures with bonuses that scale off population. World civics tend to be better if you have a large empire. I default to Homeland, unless I'm trying a special strategy.
Liberty vs Authority: Liberty is 1000x better. Authority is a complete joke right now. I don't think any of the Authority civics are even worth the influence cost, and the bonus is completely useless, whereas the Liberty bonus can generate a ton of influence for you early on, and it has some really strong civics too.
Tradition vs Progress: Progress is better overall, but if you're doing a religion build tradition can be useful in the early game. The problem is that the early Progress civics are much better than the early Tradition civics, so a religion build for me usually goes Progress -> Tradition -> Progress, where I grab the influence boost from Progress, transition into Tradition for the religion boost, then switch back to Progress in the late game for the science when my religion is fairly secure. But for a normal game, Progress is better 9 times out of 10.
To summarize:
Collectivism for industry and balanced play, Individualism for money specialization
Homeland unless you're going for a wide high-pop build and have a very strong military
Liberty always
Progress almost always, Tradition occasionally and temporarily for fast religion gains