Charis
Realms Beyond
First, regarding the prebuild - it was about 13 turns at a clip of 12-14 spt, so we're ok. Actually, it was the very most prebuild we had! I didn't let the pillager finish, which would have cost 5 turns, and on the turn we bought Barb leadership, the best prebuild (library) was one shield from completion (on purpose) It couldn't have been timed better, and our next-best producing city would have taken longer to build even with many extra turns. 
> Lower the science rate. We'll be happy to build pillagers (and
> maybe get some enslaved troops as workers) for 40 shields
> and pay to upgrade once we get the tech.
That will work nicely.
> BUILD CATAPULTS!!!!!!!!
I agree in principle and with your detailed points. But with a few cities with no defender (much less max MP) the top need now is real troops. I built a few spears to get this covered asap.
> We'll want some migrants on hand when we start fighting, to
> raze and replace and for the inevitable landgrab once
> somebody loses 8 cities.
Yes! Our food-bonus granaried cities are good for this.
> Have cash on hand when we start the war on the Romes.
This goes well with cut sci-rate
> I'm thinking we'll need to concentrate a bit more on Eastern
> Rome, as their capital is nearest to us of all the barb civs, the
> other civs that can hit them are far away (Huns, Ostrogoths)
Yes, full agreement here.
> Most important allies (in descending order, IMO) are:
> Ostrogoths (fighting them too would be BRUTAL), Sassanids
> (only really help against Eastern Rome), Vandals (also awfully
> close for comfort),
Full agreement here too. Ostros are leading barbs in tech and are way too close for comfort. Vandals have quite a few cities and a good production base. Sassanids seem to be like Persia of RBC3
> Any vet raiders should be upgraded to mauraders ASAP
Aye - in fact I should have started earlier bringing home the scouts but was diligent to sell WM from what they found instead
Charis

> Lower the science rate. We'll be happy to build pillagers (and
> maybe get some enslaved troops as workers) for 40 shields
> and pay to upgrade once we get the tech.
That will work nicely.
> BUILD CATAPULTS!!!!!!!!
I agree in principle and with your detailed points. But with a few cities with no defender (much less max MP) the top need now is real troops. I built a few spears to get this covered asap.
> We'll want some migrants on hand when we start fighting, to
> raze and replace and for the inevitable landgrab once
> somebody loses 8 cities.
Yes! Our food-bonus granaried cities are good for this.
> Have cash on hand when we start the war on the Romes.
This goes well with cut sci-rate
> I'm thinking we'll need to concentrate a bit more on Eastern
> Rome, as their capital is nearest to us of all the barb civs, the
> other civs that can hit them are far away (Huns, Ostrogoths)
Yes, full agreement here.
> Most important allies (in descending order, IMO) are:
> Ostrogoths (fighting them too would be BRUTAL), Sassanids
> (only really help against Eastern Rome), Vandals (also awfully
> close for comfort),
Full agreement here too. Ostros are leading barbs in tech and are way too close for comfort. Vandals have quite a few cities and a good production base. Sassanids seem to be like Persia of RBC3

> Any vet raiders should be upgraded to mauraders ASAP
Aye - in fact I should have started earlier bringing home the scouts but was diligent to sell WM from what they found instead
Charis