I've had trouble - as always at Warlord - with my treasury, keeping the money in the positive while not sacrificing too much in the way of scientific development. I haven't gone negative yet (i.e., haven't been forced to sell anything) this game, but it's been difficult.
Provided you've built up a reasonably good treasury (e.g. by selling stuff for lump-sum, or by raiding barb-villages — though you obviously can't do the latter with 'No barbarians' set), you don't need to worry about running a deficit for some turns. Only when your treasury reaches zero, do building/units start getting demolished/disbanded (but only 1 item per turn).
But if income is a problem, I have to ask: Are you still overdoing things on (defensive) units, and (happiness?) buildings you don't need...?
I'm getting 15gpt from England and 9gpt from Carthage. But to research Economics (I feel like I need Smith's) at 4 turns would still be -9gpt, so I dropped back to 6 turns for +28 and will adjust as I go. (I'm also spending a big on the Lux slider, else I'd be a mess.)
See above: -9gpt over 4 turns is not a huge amount: total projected 'cost' = 36 gold, and likely less, if you can reduce the SCI-slider after 3 turns of research, and still get Econ on the next (4th) IBT. And if you can complete Smiths soon after (ideally on the same turn as) Econ, you could possibly get all that back within the next couple of turns, at most, depending on how many Harbours, Markets and Banks* you built already.
That said, you should never really be in the position of 'needing' to build
any GWonder to win — especially not at Warlord...
*
And see also above question re. useless buildings: when SCI% + LUX% = 90-100%, i.e. TAX% = 0-10%, then Banks do little or nothing to improve your income, and hence are a waste of shields/gold.
Is there something substantially different between Chieftain and Warlord in this regard that I'm missing, or am I just getting (un)lucky?
One fewer naturally content citizen per town (3 instead of 4?) might make riots
slightly more difficult (i.e. costly) to prevent.
But under Despotism, in the early game, 1 Lux + 2 mil-units per town would keep everyone content-or-better-on-average up to Pop6 (1 happy citizen from the Lux, 3 content citizens for Warlord, 2 content citizens via military-police). After you switch to Republic, Pop7-8 should still be relatively manageable, with a little LUX%-spending substituting for the military support (provided you
also disbanded any now-unneeded garrisons!).
On a Tiny map, with only 4 Civs distributed over 2(?) main land-masses, I would expect to have access to at least 1 Lux on/near my home island, if not 2 — and towards the end of the Medieval Age, you would have to be pretty unlucky to have all 8 Luxes still inaccessible. (Have the pathetic AI-Civs still not got round to building any Harbours, and/or have you not got Magnetism for trade over Ocean tiles yet...?)
The amount of foreigners does not count, at least for the global change in AI attitude. If you abandon a city within 20 turns after taking it, than it counts just as razing. After 20 turns have passed it is just as if the city were your own from the start.
Citation needed? Because this contradicts both
@SirPleb and
@Bamspeedy (from the same AI-attitude thread linked above)...
6) Abandoning a city whose population is 50% or more foreign nationals causes the same attitude hit as razing a city as far as un-involved Civs are concerned. I.e. it seems to cost 1 point with every Civ.
BUT if you build a worker or settler in order to disband a city that has 50%+ foreigners in it, it is the same as if you razed it.
(Noting that the second quote is not necessarily corroboration of the first, per se:
@Bamspeedy was answering someone else's question, so
might have been taking
@SirPleb on trust...)