I've had a detailed look at the diplomatic situation
With 24 oponents I can see this getting complicated, so it would be good to continue Più Freddo's lead in handing over the current diplomatic situation in full at end of each turn set. We need to ensure we dont break active alliances nor get peace with AI providing WHs.
Currently we have met 23/24 AI, the missing one is the Mongols. I suspect they may adjoin Greece since Greece appears to have had a GA (they had gpt avail for us) and no-one else appears to adjoin.
It may be that most other AI (other than our starting neighbours) are on their own island - this has implications for initial landings (thinking bikini babe techniques), and for PT tied MAs (they may be reluctant to break PT since no actual warfare may take place - although landings should start to take effect)
There is little available gold out there - Babs 35g, France 33g, Otto 22g and Egypt 15g - rest less than 10. Is it worth gifting currency and republic around to those AI we think may make adequate trading partners? OTOH we wont want to trade chivaldy and our plan is to turn research off after chivalry so maybe better to keep AI backward. I suspect many will drown in unit support costs anyway being alone on islands.
Paul#42 said:
CC gets another shield from its city center on growth to 7. It needs just 6spt and will get +1+3 on growth. We can give the mBG to SS for 10spt there.
Excellent suggestion
Paul#42 said:
HH and FF: riversides to less corrupt HH please.
Yes, saves 1 commerce per turn as FF loses its last to corruption but HH doesnt lose its next
One other MM option is for DoD to give mBG to XX and use unmined BG instead with no loss of shields, but XX gains 1.
Yilar said:
This brings up another good point. Should we build markets in HH and SS, atm they are producing 24 and 22 commerce. In 8-9 turns we will have chiv, and we should then be running maximum tax for the rest of the game, with maximum 10% lux, that means these markets would easily pay back for themselfs quite quickly. Also we could join a bunch of workers into these cities without having to worry about lux, as the market would solve that.
I agree. Just need to be careful as our 4 most productive towns would be tied up in non military next 10 turns.
Some thoughts
Should we build KT first in AA, then FP with GA speeding up the FP build?
- waiting for FP then KT sounds like delaying GA too long where an early rush of knights are likely to be more effective than after island AI have built up greater numbers.
Do we want a settler for N,2NE of GG which opens 3 good tles for GG? HH (or SS) could build a 3 turn settler with 2 workers added to replace lost pop. Actually I'd rather do this in a town that doesnt have a rax yet - eg Iznik (which needs renaming ? Icky Iznik - I'm sure others can do better) would have 30 shields in 3 turns with the chop coming - just add 2 workers.
Use of iron tiles - as PF points out we dont want iron roaded until after chivalry - then I expect we will want a roading gang (6 workers) and pillager in place for connect disconnect so we can upgrade horses. We can mine the iron south of HH (we lose 2 commerce not roading it) and use the iron NW of EE for connecting /disconnecting (so dont mine it).