I have enough gold in the bank for 5.5 turns at 100% making 111 beakers per turn, and 40% break-even. I'll be getting almost a full turn of overflow off of Iron Working and will re-evaluate the Carthage threat and urgency of Construction. Carthage capital just completed a Barracks. No stables visible (as far as I can tell). Power graph has not started to spike. I have an additional "shadow" defensive force with hammers invested into bowmen and spears at both border cities. I figure with the decaying hammers I'll either spend 1 gpt in unit maintenance or 1 hpt in decay, with the option to convert the gpt at any time ... and a 10-turn grace period on the hammer decay which I'll hit in about 2-5 turns from now.
I've plastered signs everywhere now to help track worker movement as Iron Working and then Calendar get unlocked. I decided to whip one more worker in the east since I'm already working 3 unimproved tiles there. Two of the "unimproved" tiles are 2f/2c spice a 2f/1h/1c spice-forest so not terrible tiles, but still. I was saving pop for emergency whips if needed but now I have enough pop to still whip down in an emergency. I'll whip the worker off of unimproved tiles, and use the worker to improve tiles. Win-win.
I'm only 7 food behind the leader, with 2 pop-1 cities and 2 pop-2 cities. Sell High doesn't have any food resources and will limp larger on riverside farms, but Buy Low will soon have border pop and IW for irrigated Rice (under "clear" sign), Banana, and Cow. I think I'll send an unprotected worker to improve the cow. Support and Resistance both have Gardens and you can the the last Lighthouse completing shortly. I have 4 happiness coming online in the next 10 turns and lots of food to grow-grow-grow
if I can manage to remain at peace for 20 turns then I will feel very very happy about my position in this game.
Top power is Mr. Cairo who's borders I haven't located Cairo looks to have maxed out a 4 cities (which seems the natural expansion limit in this game) and seems poised to steal someone else's territory.
I've plastered signs everywhere now to help track worker movement as Iron Working and then Calendar get unlocked. I decided to whip one more worker in the east since I'm already working 3 unimproved tiles there. Two of the "unimproved" tiles are 2f/2c spice a 2f/1h/1c spice-forest so not terrible tiles, but still. I was saving pop for emergency whips if needed but now I have enough pop to still whip down in an emergency. I'll whip the worker off of unimproved tiles, and use the worker to improve tiles. Win-win.
I'm only 7 food behind the leader, with 2 pop-1 cities and 2 pop-2 cities. Sell High doesn't have any food resources and will limp larger on riverside farms, but Buy Low will soon have border pop and IW for irrigated Rice (under "clear" sign), Banana, and Cow. I think I'll send an unprotected worker to improve the cow. Support and Resistance both have Gardens and you can the the last Lighthouse completing shortly. I have 4 happiness coming online in the next 10 turns and lots of food to grow-grow-grow
![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
Top power is Mr. Cairo who's borders I haven't located Cairo looks to have maxed out a 4 cities (which seems the natural expansion limit in this game) and seems poised to steal someone else's territory.