armstrong,
i'll open your save tonight, so i can have an opinion.
edit :
you're wrong about how the granary works!
the granary stores half the food you earn from the moment it is built. Nothing more, nothing less. So there is no point stopping growth, even for one turn. (well, you "win" half of one turns food, but lost more because you stopped the growth)
i'll open your save tonight, so i can have an opinion.
Spoiler :
The cheap forges are on my mind too (to be precise, i hinted to them already before the game started), but i went straight to cat/elephant rush.
With barracks already built, and lots of population to whip i think i did exactly what i intended (the copper is a bonus, i thought i wouldn't be able to get any metal).
I think you're wrong about not needing cats. Kublai is creative!
In my game, i'm a little down on power, waiting for copper to start building explorers (axemen) and for cats/elephants to start building a conquering army. I decided against more exploration, seeing that kublai and isabella were expanding/exploring like crazy = no need to fogbust (only to the west, which i did by building the copper city). That leaves the south (tundra/snow) for barb popping, but with cultural expansion from stonehenge and religion (which i already have, confucianism is cool) the barbs come from far away = many hills to send an archer to.
With barracks already built, and lots of population to whip i think i did exactly what i intended (the copper is a bonus, i thought i wouldn't be able to get any metal).
I think you're wrong about not needing cats. Kublai is creative!
In my game, i'm a little down on power, waiting for copper to start building explorers (axemen) and for cats/elephants to start building a conquering army. I decided against more exploration, seeing that kublai and isabella were expanding/exploring like crazy = no need to fogbust (only to the west, which i did by building the copper city). That leaves the south (tundra/snow) for barb popping, but with cultural expansion from stonehenge and religion (which i already have, confucianism is cool) the barbs come from far away = many hills to send an archer to.
edit :
you're wrong about how the granary works!
the granary stores half the food you earn from the moment it is built. Nothing more, nothing less. So there is no point stopping growth, even for one turn. (well, you "win" half of one turns food, but lost more because you stopped the growth)
moves, although not 0), and that's the decisive part. At a point i had more pop than useful tiles so i pop rushed stonehenge : the city had room to grow again and i got the culture to expand just in time for my workers to build the pasture, so pigswill's city could always work worthwhile tiles.
)!
(Funnily enough, for my goals your cities are better!
)
, darn creative leaders!), and i'm pretty sure i could have killed the bugger in the next 40 turns (i had copper, he had only one unimproved city, i had loads of forests, he could not even send out a worker)

.
I rarely micromanage my city tiles, so I don't know if the switching around (after the intentional switching) was something I did accidently or if the city manager 'helped' me.
city, don't you think?