So I see we are at war again. What is the plan with that? Do we sell that slave?
This is what I see, but need much input from you:
1) Settler settles on that spot you have marked. Looks good to me. I was think 2S of that tundra deer just west, but either spot can help with cottages.
One point particular to PAE: you can't settle tundra nor ice nor desert. PIE explicitly said it was to make barbarians fearsome all the game through. Also, it somehow makes sense that ancient civilizations were not able to construct great cities in wastelands. So 2S of tundra deers is impossible. I won't change this rule, because if we change all the rules, we give in to free-for-all I think. But the tundra deer can be worked from a city settled 1N of that lake near Teuton hut. That also allows coastal access. Maybe later, we'll capture shipbuilding tech (a tech, IIRC, limited to greek nations), allowing us easy exploration via seas. Also, that city will be another city helper for cottages. We need to make a monster cottage city. One reason I settled that GEngineer is one the great modifiers and two the wonderspam. Interestingly, all wonders provide an additional happy, meaning it allows the capital to grow exceedingly bigger than the other cities...thus benefitting of early worked cottages from satellite cities. We sadly won't have modifiers like lib, archives (we need to capture it from wars sadly), schoold, but we still have the nice 50%
for being a capital.
Returning about the real subject, the location marked city #3, it is important to make a remark it is slighty risky for stacks to remain there and push the peace deal to equality, thus, once again not being able for a opportunistic peacedeal. But there are lots of dense forests, which is good.
2) Build moar chariots
Yes. I see the Egyptians and Nubians got easy access to us. That means they must be closely settled to each others, allowing easy chariot explorer (with sentry). Better than a chariot in beastly natural lands.
3) I really would like to get a quick explorer out and head due East
Beforehand, use the multiple warriors in the second city to fogbust in preparation of the explorer. Better maximize the survival of our hut searcher.
East and West should be explored. I'm sure those tundra lands hide a hut.
4) Do workers continue build road south there or move to improve something like cottage for new city or connect the furs.
Indeed. Furs are an important deal now. Those excedentary warriors should secure the borders first. I was making a road so to put to act fast those chariots against the future stacks. At some point, we'll try to capure that third Lydian city and push him inside his mountain walls. It was a wall I think.
5) With Horse Husbandry we may want those horses in the west soon for fatter chariots. Anothe settler soon?
Yes, horses there will become a good source of strong archer chariots and chariots level II (7
).
6) What is next on the tech path?
Archer chariots to capture the third Lydian city (present tech). And then it is up to you. Look at what the techs give. For instance, when I chose the tech enabling Silk Route, I also see that it enables good additional commerce form hunting camps, which we had a lot. If you want a suggestion: at some point try to go towards the Marib Dam tech. I think it is sanitation, don't remember. Maybe one AI will help us by trading Mercenary tech first. The Marib Dam IS critical. Not for a won game, but for a big capital. +2
and one food for each riverside tile is ultimate. Think of all those easy emigrants! Lightspeed regrowth!
7) Continue harassing Crouton? More slaves? I suspect he's trying to work up another stack. New city may become new target.
Yes, moar slaves are always good. Be careful that only one unit or two attack the worker stack. Be careful while taking them back...once in friendly territory, the RNG is skewed towards rebels...those strong insurgents. Also, recall that chariots can help to nullify the RNG of slave "desertion".
I'm definitely available most of the evening. No prevarications this time
Ok.
edit: If we get money for Fertility guy we might want to spread him first to new city. It's a lot of coin though, but the extra culture would be nice there.
Not sure now. It's 50
for one more food and one more culture. It's weak compared to all turns at 100% science slider. Also keep the cash for the future cottages that cost 15
each. See the Sevopedia, although we have lots of livestock (which is good for fertility cult), the gain is actually weak at this point.