meldor
Deity
I built Cumae were it was for two reasons. One, the settler was one tile away from the final spot, and two it need time to produce its temple and bring the iron into its borders.
As for not building the workers, that was a decision made based on the first game of rbd12. We were slow in culture locking our islnd and had two other AIs found cities on our island. It didn't take them long from Mapmaking to founding. Both Rome and Veii could pump out settler's without anymore improvements and I decided (on my turn) that that was better than four workers. The workers could wait IMO. I don't disagree with the importance of getting workers early, in this case, I thought expansion better. IF it be weed, so be it.
Also, I think we need one more city at the far eastern edge of our island. We can fit one one the hill. With a harbor for pop and mining all else it would make a nice place to pump out some units. It also would be on fresh water and could grow without need an Aqueduct, and faster than Antium.
I also think we are too concerned over culture flip in Neapolis. This city has never controlled by the Egyptians, and has no culture memory from them. Your concerns would be more valid if the city had been captured form the AI and was infected with their culture. It is our city and has always been ours. I am out of town until Friday, so I can't download the save and check our culture to Egypts, but past experience says that the AI is slower in building culture improvements early in the game. I don't think we need to whip the temple, in fact I would recommend against it, as that will cause more of a chance in the short term for the city to flip. Let me city build the temple normally, ge a worker or two over there to start clearing land and getting roads to the gems. By the time a path is cleared to the gems and the road is laid, the temple will finish and all will be well. If it really concerns the next couple of folks, simple start building the warriors and shipping them over. With a RAX there the units can be upgraded right before they set out of Eygptian cities. In the mean time, they will count as garrison, two for MP, the rest to make you more comfortable against flip. IIRC, distance from the captial is not as important as culture memory when it come to flip. While the rest of you may fell that it was a big risk to put the city over there, I don't, or I wouldn't have done it. IMO, it is perfectly safe.
Also, I chose not to shuttle a warrior over to Neapolis, because at the time the only one that could get there before the warrior built in Neapolis was the warrior in Veii, and with the pop going to 3 to build settlers, it needed the MP way more than Neapolis needed a warrior, more so since Cleo was gracious when I last visited her.
Just my thoughts.
As for not building the workers, that was a decision made based on the first game of rbd12. We were slow in culture locking our islnd and had two other AIs found cities on our island. It didn't take them long from Mapmaking to founding. Both Rome and Veii could pump out settler's without anymore improvements and I decided (on my turn) that that was better than four workers. The workers could wait IMO. I don't disagree with the importance of getting workers early, in this case, I thought expansion better. IF it be weed, so be it.
Also, I think we need one more city at the far eastern edge of our island. We can fit one one the hill. With a harbor for pop and mining all else it would make a nice place to pump out some units. It also would be on fresh water and could grow without need an Aqueduct, and faster than Antium.
I also think we are too concerned over culture flip in Neapolis. This city has never controlled by the Egyptians, and has no culture memory from them. Your concerns would be more valid if the city had been captured form the AI and was infected with their culture. It is our city and has always been ours. I am out of town until Friday, so I can't download the save and check our culture to Egypts, but past experience says that the AI is slower in building culture improvements early in the game. I don't think we need to whip the temple, in fact I would recommend against it, as that will cause more of a chance in the short term for the city to flip. Let me city build the temple normally, ge a worker or two over there to start clearing land and getting roads to the gems. By the time a path is cleared to the gems and the road is laid, the temple will finish and all will be well. If it really concerns the next couple of folks, simple start building the warriors and shipping them over. With a RAX there the units can be upgraded right before they set out of Eygptian cities. In the mean time, they will count as garrison, two for MP, the rest to make you more comfortable against flip. IIRC, distance from the captial is not as important as culture memory when it come to flip. While the rest of you may fell that it was a big risk to put the city over there, I don't, or I wouldn't have done it. IMO, it is perfectly safe.
Also, I chose not to shuttle a warrior over to Neapolis, because at the time the only one that could get there before the warrior built in Neapolis was the warrior in Veii, and with the pop going to 3 to build settlers, it needed the MP way more than Neapolis needed a warrior, more so since Cleo was gracious when I last visited her.
Just my thoughts.