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1. Stockpiles are king. While the unupgraded stockpile isn't worth much more than the dust it would take to rush the building normally, the moment you research De-constructive Analysis and Unskilled Labor it becomes the heart of your entire gameplan. For other factions, a single industry stockpile is enough to get an entire new city up to speed, and they must scrounge for as many as they can purchase from the market because each one counts. For you, you're drowning in them, and should be using one every turn once you have enough to do so. This effect only gets stronger once you upgrade them a second time and each stockpile becomes worth 1600 resources.
A. First, what a Cultist needs and what a normal needs in terms of space have little to no conflict. As far as I can tell, resources leeched from converted villages stack with those gained from extractors rather than stealing from them, so a rival faction with converted villages in their borders doesn't actually lose out on anything beyond a single population point and the chance to assimilate the village. Most cities don't grow large enough for the FIDSI extraction radii to overlap, so with a little cooperation two human players can use the same space without getting in each other's way. The Cult can find itself entirely surrounded by another faction like a symbiotic organism, providing extra military power and external trade while gaining a buffer of allied units, cities, and vision to keep its villages safe.
http://forums.amplitude-studios.com/showthread.php?28694-Building-Big-Efficient-Cities-Borough-Streets-amp-Leveling-Districts
not working http://joxi.ru/krD1LKvfK3Kvxm .