Our cities:
Golden Lean To:
Currently configured for maximum production. After the settler completes (t70) it will build another pair of workers then a Temple of Klimorph and 3 lightbringers to upgrade to Thanes. With the temple + improved gold I'll be able to grow up to size 9 by turn 76-77. After that, it will go back onto settler/worker duty.
I'm going to send out 2 scouting expeditions consisting of a sentry Thane and a scout. The third Thane will remain at home to act as a medic.
Golden Hovel:
Will build worker (there is a chop coming in next turn so the worker will only take 3 turns), worker, settler (for the incense site). The forests on the hills will get chopped into the settler. The remaining forests will get chopped into the Form of the Titan. With all 4 hills mined + 4 chops FotT should be about a 10 turn build.
Golden Shack:
This will be a very nice little city. It won't get much bigger than size 8/9 without some serious terraforming but....at size 8 working 2x farmed floodplains, 1xcow, 1 grass mine, 1 grass gold mine, 1 plains gold mine, 1 mined plains hill and 1 mined desert hill it will be pushing out a respectable 19 base hammers per turn. This will be my Heroic Epic city. With a command post + heroic epic it will be capable of building a Lightbringer/turn.
It will focus on building warriors for the moment. Once it has grown a bit I'll build a training yard here and upgrade some of my experienced warriors to axes.
Current military:
I need more workers.
And more warriors. I've got 3 warriors tied up with fogbusting in the West (one of them is just starting to move into position) and another 3 on garrison duty. That only leaves 2 for zone defense.
An interesting development after I hit end turn:
This came as a bit of a surprise I wasn't expecting barb cities to start popping up until t70. I'm very glad that I've been fogbusting the westlands.
It's a great development for us. The city is on desert which will make it fairly cheap to take. I'll need to build up a bit of a stack of warriors, but it shouldn't cost more than 3/4 casualties to capture. 4 warriors = 64 hammers vs 145 for a settler.
I'll want a stack of 7-8 fresh warriors (3/4 to act as "poor man's catapults" plus a couple for garrison duty. I'll also want a Thane on hand to bring the city out of revolt and pop the borders instantly.
This city will suck for production, but will produce a very nice pile of commerce and serve as a crumple zone in the event of invasion from the east.
Current tech plans:
Bronze-->Code of Laws-->Warfare-->Archery-->Festivals-->Sanitation-->
Writing-->Fishing-->Philosophy-->Military Strategy-->Mathmatics-->
Priesthood-->KotE-->HBR-->Sailing-->Trade-->Stirrups-->Hunting-->
Animal Handling-->Currency-->Alteration-->Elementalism-->Sorcery
Current civics:
God King/Religion/Agrarian
I have apprenticeship available as an option, but I'm going to hold off on switching for the moment.
After turn 70 I'll be swapping Creative for another trait. At the moment I'm leaning strongly in favour of Financial. Taking Fin rather than Philo is going to delay our Academy and cost a pile of extra hammers to get libraries up. OTOH, we will have enough raw commerce from multiple cities to keep up a strong tech pace even without Academy(s).
Diplo:
I sent this off to Mr. Yellow a couple of days ago:
Quote:[COLOR="Yellow"]Thanks for the agreement on the marble/floodplains area. I don't know when you are planning on settling that city, but there is some wildlife in the area (a bear and a scorpion) as of turn 63.
I've settled the gold city this turn (1N of the gold as agreed).
I understand about not wanting to tie your hands with a NAP at this point. Perhaps later, once the overall game situation becomes more clear.
Thoth (Grand Vizier to the Malakim Empire)[/COLOR]
Grabbing that barb city is likely going to piss him off. OTOH, he's the one who declared that area as being up for grabs.