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One of the easiest ways is to open a deal, click open borders, ask what they'll give you for it.
Then, you add a bunch of gold and gpt onto the deal, REMOVE all of their offers, and ask what they'll give you for it. They'll remove all but open borders on your side, and add a bunch of stuff the AI sees as equivalent to your initial offer. Something along the way makes them derp out and start giving you better and better deals (as if you're still offering huge amounts of gold or lux in addition to open borders).
On games where I abuse exploits, I tend to do this early on when I get open borders. It essentially gives you the entire economy of multiple civs for yourself.
Also use the Economic policies that double the gold gained from comercial district buildings.
It's easier in this game to get gold than civ 5 i think.
1) Don't build too many military units, unless circumstances require you to. (ie. you want to win a domination game / India is chomping at the bit to commit genocide via your kingdom)
2) Scap up every luxyry, and trade with the Other kingdoms using the "make a deal" interactions
2a.1) 99% of the time Go for "Gold per turn" as high as possible Unless:
2a.2a) You're likely have a war with them within the next 30 turn
2a.2a) If you see someone massing armies up to attack you and with a sock pile of gold, trade them all of your resources (luxury + strategic) it takes to clean out their bank account and only accept a lump sum and any per monthly stuff only if there is some extra money owed to you in the deal. (This means they have no funds to buy units and possibly may be unable to pay upkeep for all of thier units and need to disband them, plus you can spend all of that cash to beef up your army -- I suggest taking a loaner army from a city state for 30 turns and possibly doign a few promotions -- See Rule 1)
2b.1) Always except their offers if they are even half decent.
2b.2) Always change thier offer's contents if it's not favorable and ask them what they'll pay ( They may want Uranium, but you can probably sell them some incents and they'll be just as happy.)
2b.3) Hell, late game I'll just accept even stupid offers of like 1 GPT because whatever it's more gold and by then I usuallyhave plenty of amenties.
3) Trade routes between your cities are the best way to increase your production, and growth, growth (Population) builds income (taxes) and increases production (Can be turned into gold, but honestly building improvements quickly is key to a srtrong economy)
3a) Late game policies make it quite a bit more attactive to send yoru Trade routes to the other Civs, do it as soon as you get those policies
4) Invest your envoys in the city states wisely, make sure you maintain Suzairian (SP?) of the most benefitical city states to you
4a) There are several policies which will generate tons of gold, culture, food, faith, etc from the number of envoys you have, being suzairaign (SP?) of, and having trade routes to them.
5/6/7/8) Tile Improvements/Building Improvements and Wonders/Districts/Cities:
-- Invest in Culture, Comerce, and Production Heavily, Do this by putting in tile improvements, city buildings, and districts to promote these (IE, mine the stone, Pen the sheep, quary the marble, plant the bananas/incense, farm the plains and grain, etc / build gararies/water wheels, obelisks, culture, comerce, harbor, science and eventually, manufacturing districts) settle cities with a good amount of agrable land, not ot clse together, and this shodul be no problem, don;t worry about a factory districtt for a while because the traderoutes between cities you own give production bonuses (yay).
9/10) Last, but not Least, Policy and Science.
-- you can't improve your land or trade or anythign without science, and now policies are liek a separate science tree based off culture, and give huge general bonuses, making culture even more important tan it already was in order to run your empire.
-- Policies are now the only way of unlocking new governments with more bonus slots and inherent bonuses, and allow you to pick policies whcih will greatly benefit yoru comerce and every other part of your city.
I touched on them before, and like making sure to locate your city well (hint, Civ6 is actually pretty decent about picking good spots, although not what I consider perfect, it's a great deal better than it's predacessors), so like how city placement shoudl go without saying Policies need to become secon nature to you, and your culture needs ot be strong to attain them.
11) Adendum - Religion - you can thorugh several policies, and religious bonuses, improvements and wonders improve your game play with Religion, however it is not by any means essential, that said I would suggest founding your own religion simply to keep the other civs from being able to complete a religious domination victory.
It seems to me, religion's main focus in Civ6 is to allow other civs to f-up your game by parking missionaries over your districts, this is a pretty decent strategy, you can effectively keep people from using their great prsons effectively if they can;t put them on their districts.
At first I thought tis was an annoying mistake, however, I realised this is actually a very subtle clever game-play mechanic mimicing religios zealotry's ways of blocking the progress of great people (think of Socrates, Machiavelli, or Copernicus)
Scythia's weakness is that Tomyris isn't particularly good at generating gold. However, she produces tons of fast, hard-hitting early war units, among other things. Blitz wars make her very profitable, funding larger armies which fund larger wars.
What. WHAT!?
Seriously, what? Tomyris should be renamed King Friggin' Midas. Produce horsemen, sell horsemen. Lather rinse repeat. My coffers as Scythia are always overflowing.
So you exploit a game's poor design.. Well, like we didn't know you'd do this, now go give the game a great review because all you do is cheat when you play.
Now we aren't saying you can't do it. Just accept that it is an exploit tho.