asaegyn said:
o and in terms of getting the GL from beijing - we should remember that we'd lose all chinese trade routes, meaning -6G than what frob has in the capital.
Yes, that's true - and don't forget there's another city which has a trade route with a
third - yes, a third - Chinese city. So all in all, if we capture all 3, we'll lose 6

, but with the GL and intercontinental trade routes between our two islands we'll soon make that up.
But whereever the GL is, we are still going to lose our Chinese trade routes - so whoseever game it is, doesn't matter in this respect.
Erathelix said:
I'm positive that his island counts as separate continent that is why if we capture more than once city BtS colony system will start.
Yes, it does. However, being such a close continent, the distance penalties to captial will be minimal. I've played on an Archipelago map where I colonised 3 islands with 4 cities (1,1,2). I didn't notice much effect on the colony maintenance then. However, in my current game where I am waging war on a far away continent (on a 2 continent map) my economy is badly suffering from the average of -20gpt per city I capture
with a courthouse!! Also the war weariness doesn't help, but I'm wondering how I'm supposed to achieve a domination victory with these settings - it's going to be tough.
Anyway, that's just my experience. We'll need to keep Beijing for the clams,fish bonuses and the GL, maybe most of the other cities can be made a colony. I've not made colonies yet, this will be very interesting...
pawelo said:
I would tend to favor Jamesds game for the sixth city ( I think Sheep city has more potential than Deer city at this point of the game ), although his naval and scouting is a little bit behind Putchuco
Yes, that's my thoughts entirely! I like Sheep City (that's obvious since I built it there...) and see it's potential. But I really forgot to get some naval exploration out. Don't forget frob, whose economy can easily support another city and is going to build Sheep City in probably about 10 turns - although there's no road yet.
pawelo said:
Given the second civ and frob's GL, we can choose to build up a strong naval invasion force for around 600-800AD and throw it on China 1st and Khmer right after ( of course, scout both in the meantime ).
I'd be inclined to get China now anyways

- then benefit from a stronger economy, etc - and discuss whether the Khmer should be next later in the SG.
pawelo said:
China invasion NOW with 3 galleys, 3 cats, 3 axes in 1st stack and some axes reinforcements waiting for the galleys in the invasion spot (copyright Putchuco ). Should they have horses ( or for insurance purposes ), we can put 1-2 spears instead of 1-2 axes.
Yes, that's good. If I continued my game, I'd finish one more axe and switch to catapults (or galleys if the city is close enough). We've all got a spearman, so we could just send him out if needed. So far, the axes are giving a nice happiness effect which will be lost when me (or Putchuco) mobilise them for war. I have a road leading past that gathering point that Putchuco advised, so getting quick there won't be a problem.
I'm not sure how many turns we should play next - I want to leave us in the position where we are about to declare war, or where we have finished (or almost) the war - not in the middle of it. So, 25 turns next round should see us just beginning to declare war I think. Of course, if anyone wants to do that sooner or later then no problem, I just feel that's a good turnlimit for this crucial round.