Northern Pike
Deity
- Joined
- Jul 29, 2003
- Messages
- 6,673
We have remarkable freedom of action at the moment, though that may change, since we've seen very little from the Aztecs, Carthaginians, and Iroquois. Our immediate objectives should be to raze Nippur and the Bab silks city, and to raze Khurasan, which exerts a lot of cultural pressure on our new front line. After that we can think of pushing southeast to the incense near Frankfurt, or crushing the Arabs in a pincer movement.
Our need for settlers is so extreme that I've been treating most of our cities below size seven as settler sources, micromanaging for population growth and rushing settlers as soon as the towns reach size three. In some cases we have towns about to accumulate thirty shields a few turns before they reach size three; now that we have Sun Tzu, these builds can be changed to pikemen if that's what the next player wants. Our unit costs are down to 86 gpt.
The situation in Babylonia, with two resisting Wonder towns, is irritating but not serious, since we're under no pressure there. We'll probably have to put up with a few more flips, and make the most of the safe interturns to reduce resistance. Right now we're in a safe interturn (again
) in Babylon, so we've got a lot of units there, but next turn we should cut the garrison to one.
I'm inclined to stay with minimum research until the GLib becomes obsolete, though I don't have a strong opinion on the point. We have enough research capacity now that we could discover Gunpowder in 22 turns without a deficit, or in eleven by spending most of our nest egg.
We have a settler in position to found a city at site 1 in the screenshot next turn. Then we can safely build a road along the coast, and found a fill-in town at site 2.
Malice is set up as a two-turn worker pump, and I think we should let it run indefinitely. The more we expand, the more we need workers. The problem with our northern workers was more their location than their numbers.
Three of our settlers still have their movement, so the next player can send them where he sees fit. Some of our armies have movement too, but IMO they should heal where they are.
Our need for settlers is so extreme that I've been treating most of our cities below size seven as settler sources, micromanaging for population growth and rushing settlers as soon as the towns reach size three. In some cases we have towns about to accumulate thirty shields a few turns before they reach size three; now that we have Sun Tzu, these builds can be changed to pikemen if that's what the next player wants. Our unit costs are down to 86 gpt.
The situation in Babylonia, with two resisting Wonder towns, is irritating but not serious, since we're under no pressure there. We'll probably have to put up with a few more flips, and make the most of the safe interturns to reduce resistance. Right now we're in a safe interturn (again

I'm inclined to stay with minimum research until the GLib becomes obsolete, though I don't have a strong opinion on the point. We have enough research capacity now that we could discover Gunpowder in 22 turns without a deficit, or in eleven by spending most of our nest egg.
We have a settler in position to found a city at site 1 in the screenshot next turn. Then we can safely build a road along the coast, and found a fill-in town at site 2.
Malice is set up as a two-turn worker pump, and I think we should let it run indefinitely. The more we expand, the more we need workers. The problem with our northern workers was more their location than their numbers.
Three of our settlers still have their movement, so the next player can send them where he sees fit. Some of our armies have movement too, but IMO they should heal where they are.