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I am afraid you are getting one way or another different suggestions and advice, depending on player and playstyle. I like to underline the importance of reading and comprehending the tool tips.
1. Yes and no. That is one way to play it. Better is when you have in mind what you are aiming for. If e.g. you found a new city, and want to expand it fast without spending Imperium, then you focus food income, wheras when you need gold for upkeep more, you go naturally for gold, and so on. It needs a basic understanding of a "base set" for a city which you need. Like draft can be ignored until the point you want to build units in that city. Production, farms, gold, knowledge and mana and special resource nodes is what you are aiming for mainly. Production and farms are local, and the others global.
2. Yes
3. When you need them or when you have nothing else to build. The basic buildings are more important in general before the improvements. A special improvement which gives e.g. +5 X when adjacent to Y, but you have no Y is meaningless. And a basic building you do not need is meaningless too for the moment as each expansion costs stability.
4. Everything matters. Building close is for tactical matters, while building far apart for optimisation and long run conquest. Depending on your empire traits, cultuires etc. I recommend having a 10-14 tile distant between cities at minimum. So if city A reaches towards city B five tiles, and city B reaches towards city A five tiles, they will not "cannibalise" each other/compete each other for resources.
To expand on 2: you can swap out improvements later and it won't turn off the buildings or anything. The guild buildings can boost the output of base improvements a lot, so it's worth keeping a lot of one base type (only one guild allowed per city).
For 3: one of the advantages of special improvements is that they can be built anywhere. For example, a special conduit doesn't have to have a mana node or magical resource in the province to be built. This can be a big deal for adjacency bonuses and specializing.
There are some advantages to building cities close together, especially if you're planning to defend province improvements for a magic/expansion victory, but generally you do want them spread out enough that they don't snatch each other's land.
I could be wrong but im almost certain you can benefit from adjacency bonuses from other cities as long as you own both cities (definitely doesnt apply to allies and vassals), the exception being where the special improvement specifies "in domain" in which case it only counts the city its attached to.
Are you saying that the 'adjacency bonuses' only factor in provinces from the city and not provinces of neighboring cities?
I think you're right, or at least that matches my experience.
Awesome feedback btw, ty.
I thought that was the point of the terrain modifying spells. If you can go from hut to special, then whats the use of those spells?
In late game that is fairly ~ mostly ~ irrelevant. The terraforming is a strong tool to change provinces significantly. A strong tool for good and bad.
You can always use more gold or mana. Draft is super important in the late game. production can be converted to gold. Research is obvious. But food?
https://i.ibb.co/5MXB5vh/screenshot-1683745044.png
Take note of the information at the bottom - in late game the projected income information will be more valuable for you to know