Now comes the long one.
I say up front that this is not a critique of
Aggie's (or anyone else's) turns, it is just something I wanted to put together for my own benefit.
We have a sprawling empire (22 cities already), and the war declarations are flying fast and furious. It is easy for a game to get unfocused, as any short-term plan we make is changed by a new situation on the ground. So I took a good look at our empire, and tried to figure out what each of our cities could best do for us. Our empire as a whole will benefit from individual cities becoming more focused on a limited range of tasks (big military, small military, workers/settlers, employing specialists). There is still plenty of time for infrastructure builds to pay off, and some cities can really benefit from a building or two.
These are the notes from my walk through our cities:
City Review
Ghuzz (capital), 16 spt, happy at size 8. Can hit 20 spt with two mines and stopped growth at size 8. Should not be building a settler. Should be building Horses and Swords. When Palace jumps, will still have 15 spt if kept 1st ring. Working all the "proper" tiles. No other useful buildings possible at present.
Konya, 1st ring. 4 spt (20% corruption). Temple is good, MP is better. Border expansion only nets 1 plains and 2 deserts, tiles that will not be worked unless city is > size 12. A granary is also an excellent choice, as city is on river. With 2nd MP is happy to size 6 (more likely 7 due to lux tax). Good candidate for cheap troops and economic improvements. No tiles with both 2 food and 2 shields makes a weak case for a Smith. Build order of Spear/Sword/Horse -> Granary will have Granary complete before 2nd growth. Strong candidate for a Town Hall.
La Brea, 1st ring. 5 spt, 33% corrupt. Happy at size 5 w/o temple, 6 w/Temple. Temple is only of marginal use, but Granary is not a great idea either. Temple only pulls in water tiles, which city will never use. MP is a better idea, and city is a strong candidate for a Town Hall. May be worthy of a Smith after a Town Hall. Needs worker labor on Plains.
Khazar, 1st ring. 4 spt, 10% corrupt. Maxed at size 6, would be happy if it had a 2nd MP. Building settler. Temple, Town Hall, Granary are pointless. City can pull 8 spt at size 6 w/break-even food. Excellent candidate for Smith, solid troop producer. Probably shouldn't be building pop-based units.
Urfa, 1st ring. 3 spt, ~25% corrupt. Needs a lot of worker attention, as it is poaching tiles from other productive cities. Will max out at size 6, so 2 MP should keep it happy. At size 6 should do 8 spt, and work only tiles in its first ring of 8. Another solid troop producer. Granary is a possibility. Not a great candidate for a Smith, as it has too much overlap with other cities to have enough tiles for the factory to pay off. A Temple here does nothing but increase national culture. Building a settler. Another city that should probably not build pop-based units.
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Salonika, 2nd ring. 2 spt, 50% corrupt. A Temple here is good, as it is on a river, slightly pressured, and border expansion pulls in BG for a few cities. Strong candidate for a Town Hall, maybe even before Temple. Town Hall would pay for itself immediately in increased taxes. Three BG's means can be a troop producer despite being in 2nd ring. Good candidate for some rushed buildings.
Aydin, 2nd ring. 4 spt, ~40% corrupt. On a river, good candidate for a Temple, as it needs the expanded tiles to reduce competition with other cities. Will be happy to size 7 (or 8) with a Temple, and will pull about 6 spt with some more worker attention. Pre-palace jump, excellent candidate for a Town Hall. Post-Palace jump, excellent candidate for a Smith. Troop producer, and future first ring site.
Iznik, 2nd ring. Future home of our Palace. 5 spt, 33% corrupt. Our Palace is already 800 shields, so will have to be a leader-rush. Will be a strong troop producer. Good candidate for a Smith now, maybe even a Town Hall. Strong candidate for a Granary, even before the Town Hall or Smith. No Barracks, so alternative is to produce troops for MP. No bonus food, so shouldn't build pop-based units. Lots of conflict with other cities over tiles.
Mugla, 2nd ring. 1 spt (and little prospect of more), 50% corrupt. Will max out at size 6, 44 turns before Granary completes. With bonus food, excellent candidate for building workers or settlers, and employing specialists. This will be the "odd-man out" when assigning tiles that are in competition between cities. Not a place to spend any money on building upkeep. When the Palace jumps, use MP instead of Temple to quell the populous. Can run 2nd specialist at present, or let it grow and employ 2nd specialist in 4 turns.
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Riza, 3rd ring. 1 spt, ~67% corrupt. Not under cultural pressure, no real need for a Temple. Town Hall will pay for itself. Otherwise a good candidate for workers and settlers. Can be re-evaluated after Town Hall, at 50% corruption can do some troop building if it can expand its borders. Until then, MP is much better for happiness.
Ankara, 3rd ring. 1 spt, ~67% corrupt. Maxes out at size 6, Temple only increases national culture. At size 6, can work all plains in "initial 8". Expanded borders grab more uncontested plains. Town Hall is a worthy addition, city can produce cheap troops or workers for now, as it runs out of 2-food tiles at size 3. After some worker attention, Granary and Barracks could be useful. With a Town Hall, may pull 5 spt at size 6 and break-even food.
Patzinak, 3rd ring. 5 spt, 50% corrupt (w/Town Hall). Unhappy at size 7, needs two more MP. If it had a Granary would be our best candidate for workers/settlers. I think we have enough corrupt towns to spit our workers, and need another troop producer, so no issue with Barracks. With one more MP, can pull 7 spt for 3-turn spears. Strong candidate for Smith, after Palace jump. Will be a monster when it is 1st ring. Could hit 25 spt.
Edrine, 3rd ring. 4 spt, 65% corrupt. Needs a Town Hall, then can be a troop producer. No need to build a settler here, allowing it to stay larger than size 6 gets us two more unit support. Contains our Relic. Needs more worker attention so it can relinquish tiles to Iznik. Also could stand a few mined plains.
Sinop, 3rd ring. 1 spt, 85% corrupt. May be a 1/1 city. Barracks is useful as "forward-healing" location. Otherwise should build workers/settlers. After Palace jump, could make good use of Town Hall. If we get flush with cash, probably worth rushing one here regardless of Palace location, as the improvement would pay for itself. City could use a Temple for border expansion. Will be a terrific city after Palace jump, but is garbage now.
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Ferrouz, boonies. 1/1. Running a Specialist. No reason not to, as it triples the tax income or provides our lone scientist. Building a regular spear, subscribing to the theory of defense by volume. May be better as a Catapult, as we now have the technology. Could stand to move one MP back to Patzinak. When we build vet spears, we may want to shuffle some here and move the reg. Warriors back to the core for MP. Crap city that should build units, preferably Cats. If we can trade for Quarry, should build Walls here.
Izmit, boonies. 1/1. Maxed at size 6, could be running two specialists. Barracks, and building vet Spears. May be worth rushing a Town Hall, as it would gain back the 1 gold upkeep, and double the production rate of Spears. Since the city is on the border, and has Barracks, Spears are the proper build. Again, if we get Quarry, build Walls. Can move King unit to Patzinak, to get him off the front lines and get another tile into play in Patzinak.
Bursa, boonies. 1 spt, 85% corrupt. Running a necessary clown. Building vet Spears. Needs two more MP. Town Hall more useful than Temple. Again, proper build is vet Spears, and Town Hall doubles production rate. But most critically needs MP, and growth to size 7 for extra unit support. Will be a good city after Palace relocation. For now, growth above size 7 can support specialists.
Kafa, boonies. 1/1. On verge of unhappiness at size 4. Building a regular Horse. Could be a Settler. Not on front lines, can build workers and settlers. A border expansion here or in Edrine pulls in another Horse. (Expansion will happen in 4 turns.)
Bolu, boonies. 1/1. Not under cultural pressure, building a Temple. Expanded borders will pull in 4 Mountains and 2 plains. Most productive things city can build are workers or Cats. No need for further worker attention, city will run specialist at size 4.
Antalya, boonies. 1 spt, 90% corrupt. On river and border. Has a necessary Temple, should be allowed to grow to size 7 and then run specialists. Barracks not a bad idea for "forward-healing" location. Will be overrun by Byz if they start the war. Does not require any more worker attention. Town Hall could more than pay for itself. With Barracks, city should build Spears or Cats, and Town Hall would double rate.
Denizli, boonies. 1/1, not on River. May be on front lines, but those are the boonies for the Byz too. Best use may be workers. Needs no further worker attention. Maybe a Barracks for healing.
Bingol, boonies. 1/1. Not on front lines. Temple doesn't help much, and city runs out of two-food tiles at size 4. Good worker producer.
So the short version of this is that I feel we are better off having the outlying cities supply the workers, and the core building troops while keeping its population up. We would also benefit from concentrating our workers in the core, and working our way out to the boonies. Unfortunately, it is a natural tendency to resist marching a worker 20 tiles back to the core without stopping to do something along the way.
I also feel we can still derive real benefits from Town Halls, and that in most cases we are better off with a 20-shield Spear than a 60-shield Temple.
Just my way of trying to organize my thoughts for my turn (and it's not even my turn yet!

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