Go To: "My Documents\My Games\Sid Meiers Civilization 5\" and open usersettings.ini in Notepad. About 14 lines down you will find "SkipIntroVideo = 0". Change this value to 1. This will skip the intro video and you will be entered to the game menu directly.
Jungles now provide two food out of the box, so they make perfect spots to build trading posts. Once you build a university in the town, this jungle also provides two science. So 2 food, 2 gold, 2 science... that's a solid hex! Unlock the Rationalism SP and you'll find a policy that grants an additional 2 science to each trading post... so in the later stages of the game, these churn out 2f/2g/4s which can really boost that research.
Damaged units will heal 2hp per turn when resting in another AI's land if you have open borders. This is especially handy for naval units, as they cannot heal in open waters. I've upgraded units within allied city state territory, although I haven't had a chance to try it in an open border situation.
Delay adoption of Social Policies by right-clicking notification
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Whenever you get a notification that a new Social Policy has become available, you can postpone choosing one by right-clicking the notification-bubble.
You will still gain culture points as normal, so there are no drawbacks to doing this - except of course you do not get the immediate advantages of the Social Policy you could've chosen.
The reason to delay is so you can put more points into a new tree when it becomes avalaible with a new era - allowing you to specialize faster then.
For a Culture Victory stay at 3-4 cities and "puppet" the AI
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If you´re attempting a culture victory, stay at 4, rather even 3 cities since costs for cultural policies (CPs) scale with the number of your cities.
You can still "puppet" AI cities. They will provide you with culture and other benefits - though will also cost maintenance and have an impact on happiness - but they won´t increase costs for CPs.
Don't mix Drill and Shock promotions on one unit - usually take Drill
(discuss this item)
You have to have multiple levels of one or the other to open up other, more valuable lines of promotions, so mixing Drill and Shock will mean you rarely see March or Blitz.
Because defending on open terrain is a -33% penalty on top of the lack of a terrain bonus, players (even the AI) will rarely want to leave a unit in the open if they can help it so more fights happen on Rough terrain.
That said, often cities have a lot of open land around them...
In the city screen at the top right expand Citizen Allocation Focus. Click on a tile that's already being worked by a citizen. On the right, under Unemployed Citizens, a red circle with a mans head in it should appear. Then click on the tile you want and the black circle should become a green padlock. Click again to unlock it. If you click on the red circle under Unemployed Citizens it will put the citizen back to where the computer thinks is best.
Renaming is in.
Go into the city screen, underneath the city name, to the right, there is a thing called "Edit". Click it and change the name to whatever you want.:)
From my experience so far I think that "worker first" is the way to go almost every time in a SP game. In MP it might be that if you´ve got only one opponent, fast aggression with 2 or 3 units could be rewarding. When playing against several AI it seems like the slowing down one of them is not worth sacrificing buildup speed.
That seems especially to be true due to the fact that cities now grow when training workers.
You usually start with at least one luxury resource near your initial city - perhaps even more. Hooking this one up should give you surplus happiness, which at the very beginning you usually won't need because your cities are neither many or big enough to give unhappiness. The AI is more then happy to give you plenty of gold, either a direct large payment of a few hundred perhaps or gold per turn treaties. I suggest making such a trade as soon as you can since the extra gold at the beginning is...