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Best civs for it are the Khmer and Scotland. Khmer is more religious and domination, while Scotland can do whatever they want with their bonuses to science and production.
Just kept expanding. I wasn't making a big effort to just keep expanding but again. I'd have to make a commitment to not grabbing more cities. Only incentive not to. Is the tourism bonus for having active trade route. But then again wiping out high culture civs might just be faster.
My capital had 45 citizens.
My problem is mostly that I can't find a good way to survive and thrive on deity to reach the late game, without bullying my troublesome neighbours a bit and taking a couple of cities.
Btw, do build good walls and a small army even with fewer cities. I was having a blast building the wonders with Egypt, when one day, next to my crossbowman defended capital, a tank landed. And the game ended.
- every city generates currency -- money, science, culture, etc. these currencies are often tied to winning directly and indirectly.
- parallel processing. Making 3 archers at once works better than making 1 at a time when you are being warred upon.
- strategic resources are scattered and often require a city off your main cluster to claim, esp late game ones like artic oil.
- good locations often have pretty big gaps between them, and for reasons above its usually better to go ahead and put a small city in there.
- loyalty is stronger with more cities
- religious cluster pressure is stronger with more cities
Some of the pressure stuff may work just as well with super high populations. Not 100% sure, as I tend to spread thin.
lady 6 sky was designed for this and may be your best choice first few tries. Or at least add her to the above suggestions. Its not that different, but she has a very strong core.
It is difficult to play tall in this game. This game is centered around districts which require cities. The more cities, the more districts. As soon as one civ snowballs through conquest, you will eventually run out of room in your 4 (or less) cities to keep up with yields. It's not impossible, but will require very specific factors and a little bit of luck (the right city states are in the game, natural wonders next to starting location, etc...)
I remember how frightening and tense Deity was in Civ 5, AIs who caught a whiff of weakness quickly invaded and backstabbed friends, or went for a serious space race, aside from just having numbers advantages. In 6, they often look content to dawdle around in late eras. Wars are low intensity, serious invasions happen when they finally see they have tanks and you have pikemen.
Come to think of it, ever since playing 6 I see much less backstabbing and more complacency. I'm suspecting the agendas make the AI more rigid. they seem caged by it compared to being less predictable in older civs.
It still can be a challenge to play against the overwhelming numbers. City building is a lot more fun. But in terms of strategy, the AI only seem dangerous when they passively stumble into diplomatic or tourism victory, or if you leave score on (I've always preferred to disable that one and go for endless play and proper wins).
Have you seen AI make serious plays for a victory? I'm not saying only when they've been fighting a 100 century war and now finally manage to take your capital with death robots, more like have you seen them be cunning and sneak up with a win?
Creating a handful of core cities, where all your development is focused, can be very successful; you tend to get more citizens which turns into more production for wonders/armies/districts early instead of spending resources on settlers and delaying your growth for future cities. And given how important it is to snowball quickly in Civ, early game growth can have huge benefits quickly (including taking neighbouring capitals to expand your empire).
But due to the nature of Civ 6, and the lack of a meaningful penalty for massive expansion (unlike Civ 5), there's little reason to avoid putting out as many cities as possible. Amenities are trivial to deal with and that's really the only limiting factor when it comes to city numbers. You're also rewarded by increasing the number of domestic trade routes to your core cities, so getting as many as possible is ideal.
If you want to go tall it's possible. But there's little reason to avoid just putting out as many cities as possible.
Anything more than 3-4 cities isn't playing tall. You're entering wide territory at 5+.