This is just from looking at the screenshots:
It's not your military costs that are strangling you as such, it's your huge stack of Workers and Settlers -- which you also have to pay maintenance on.
And if you've been in a long war under Republic, war-weariness is probably hurting you badly, especially if you've been starting to lose units against more advanced defenders. And I see only 2 hooked Furs in your core, and 1 hooked Silk in your [captured] territory -- are there any other Luxes under your cities? If not, and if you've been using Clowns or Lux-spending to counter WW, you've been seriously diminishing the commerce/gold you could be getting from your core-cities (and or the beakers/gold you could be getting from 1-shield 'specialist farms').
And also your cities: your current 'core' city placement/management really kind of sucks (sorry, but it does).
Admittedly, your starting location wasn't great, because -- even if you'd moved your starting Settler 2NW and put Salamanca next to the river (=> no need to spend 100s on a 'Duct,
plus the Iros are Rel/Agri in C3C, so you can build Settler-pumps on freshwater really easily, even in Despotism), you still wouldn't really have had much room to build a decent 2nd ring.
EDIT: Iros are not Religious in C3C; Despotic Agricultural Settler-pumps will still require at least one +2F food-bonus tile (and two are preferable!)
But that being the case, you could/ should have made
much better use of your available 1st-ring sites. You could easily have fitted at least 7 or 8 cities into your 1st ring, at distance 3-5 from your capital (i.e. CxxC to CxxxC placement, and CxxC from each other for mutual defence) -- but you've currently got only 4
(at CxxxxC and distance 7.5, Oil Springs is pretty much 2nd-ring), they're very spread out
,
none of them are on that river
, and none of them -- including Salamanca -- are even at Pop12 yet!
So the first thing I would do in this situation is quit
No I wouldn't. You're actually in a pretty good position ... you own most of the map already, so you can basically control the game from here on out. I assume you're going for Domination or Conquest, i.e. warmongering your way to victory?
If so, since the Iroquois are Religious (i.e. they can switch govs with only 2T of Anarchy), one thing you could do would be to revolt into a more
war-friendly gov-type, such as Monarchy (if you have it) or
possibly Feudalism. That would eliminate the WW (Monarchy) and/or increase the free-unit support (Feudalism may not be advisable in this regard, depending on how many Pop7+ cities you have). Although revolting would also reduce your income, you might not have to spend so much on Luxes and/or mil-units, so it might balance out...
EDIT: Iros are not Religious in C3C
Or, if you want to stay in Republic and you're still at war, make peace (at least temporarily) -- and once you've made peace, found some cities! You currently have 11 Settlers, each of which represents 4 gold per turn cost to your treasury (=44GPT): the 2GPT unit-maintenance you're currently paying per Settler, and the 2GPT you'd
also save on your unit-support costs by founding some more cities and increasing your free-unit limit. Even 1-shield cities in the 'total corruption' zone would have increased that limit, but you can still squeeze in some decent 1st-ring cities around Salamanca, e.g.:
- the Hill 3SW,1S
- the riverbank Plains 2NW,1W
- the Grass 3W, and
- the Grass 2SE,1E (BTW: WHY was this mined? No city can use it!)
And you could also put at least two 2nd-ring cities on the peninsula south of Cattaraugus. Here's a quick and dirty dotmap, showing both where I think your new cities should/could go, given your current placement (yellow squares), and also where
I would probably have placed Salamanca and the 1st-ring cities (red circles), given the information I would have gathered from my Warrior-scouts in the first 20-30T of the game or so:
In fact, given that you still haven't completed a decent core, I really don't understand why you've put at least 2 or 3 of those 11 Settlers in imminent dnger of being killed by the Babs (OK, that's one way of saving maintenance, but not recommended!)...
You also have 69 native Workers running around (=138 GPT unit-support!). I would recommend adding most/ all of those native Workers to your (core) cities to immediately bump them up to their max. sustainable sizes (Pop6 or 12), so that they can start earning you cash, instead of costing it. At this stage in the game, where you hold most of the continent, slave-Workers should be doing most of the terrain-improvement work, not natives. Yes, I know that slaves only work at half-speed, but they cost nothing -- so every 2 Slaves saves you 2 GPT Worker-maintenance! Just stack them in piles of 3-6 to finish jobs quicker. I don't know how many slaves you've got so far, but it's probably not enough
so build/rush Settlers/ Workers in captured cities until they're down to Pop 1, then let them regrow. (NB if the cities have already grown since you captured them, you'll initially get native-born units until all your citizens are converted, then you'll get slaves -- use the native-units to found/ join your cities, and put the slaves to work!)
Increasing the native-to-foreign ratio in cities will also decrease culture-flip probability...
I would forget about trying to upgrade your 48 MWs -- it will be horrendously expensive! Without Leo's, upgrading will cost you:
- To Knights: (70-30)*3*48 = 5760g
- To Cavs: (80-30)*3*48 = 7200g
It would be much quicker and cheaper to build Knights/Cavs from scratch in your core! Instead, use your MWs to secure your border cities for now, and consider disbanding some of them in cities where you need shield-boosts on important projects. Prioritise:
- Courthouses in 2nd- and 3rd-ring cities to reduce corruption (=>increase commerce/ income) and shield-waste (=>quicker subsequent build-times)
- Aqueducts in any dry core cities which don't have them yet, to get them above Pop6
- Harbours in your coastal cities (to feed them and improve commerce in your core cities)
- Libs and Unis to boost research and Cultural expansion (especially against the Babs, who get all their Culture buildings at half-price)
- Markets to keep Pop7-12 cities happy (if you have ≥3 Luxes) and earn you more cash
- Walls to defend dry Pop1-6 farms on your borders
But do also look at
all your cities carefully -- sell off any improvements that are costing more than they're earning, and/or switch builds-in-progress if the completed building would not be worth it (e.g. there's little point putting commerce/ shield/ research multiplier-buildings in 1-shield towns, since they will always cost more than the provide).