WillowBrook
Lurker
I hope you're having fun, Gator! 
Several notes on rushing mobile shields (NOTE: these are my own picky thoughts - it's not my turnset, so each to his own as long as there is much building of culture, but after playing ten turns I can't resist the temptation to tell everyone what I've deceived myself into thinking I've learned
) :
- many towns take 3 turns to grow from size 1 to size 2, but only 2 turns at size 2 or greater, so if there is enough food, we maximize our growth by not rushing the cannon or explorer until the town is big enough to be at size 2 after rushing. Also, if you rush so many shields next turn, you may have trouble rushing many shields the following two turns. (But you'll probably build so much culture next turn that it may not matter.)
- on a related note, we maximize our growth (and hence our future shield production) if we have citizens working every tile of 3 food or greater. So waiting to rush in some towns is beneficial in the long run.
- we're adding at least 25 g in maintenance per turn, and few new towns to add income, so we'll soon be over that average deficit. (Of course, I expect we'll be done in less than 20 turns, too.) I had been waiting to build cannons rather than explorers in towns with 2-turn growth to allow 2 turns of wealth every 4 turns, rather than no income from such towns.
Looks like we're staying on track, culture-wise,
particularly since I believe there are 2 or 3 towns that should be able to complete their universities this turn (look for size-6 towns with 78 or 79 turns left on their university).
Keep up the good work!

Several notes on rushing mobile shields (NOTE: these are my own picky thoughts - it's not my turnset, so each to his own as long as there is much building of culture, but after playing ten turns I can't resist the temptation to tell everyone what I've deceived myself into thinking I've learned

- many towns take 3 turns to grow from size 1 to size 2, but only 2 turns at size 2 or greater, so if there is enough food, we maximize our growth by not rushing the cannon or explorer until the town is big enough to be at size 2 after rushing. Also, if you rush so many shields next turn, you may have trouble rushing many shields the following two turns. (But you'll probably build so much culture next turn that it may not matter.)
- on a related note, we maximize our growth (and hence our future shield production) if we have citizens working every tile of 3 food or greater. So waiting to rush in some towns is beneficial in the long run.
- we're adding at least 25 g in maintenance per turn, and few new towns to add income, so we'll soon be over that average deficit. (Of course, I expect we'll be done in less than 20 turns, too.) I had been waiting to build cannons rather than explorers in towns with 2-turn growth to allow 2 turns of wealth every 4 turns, rather than no income from such towns.
Looks like we're staying on track, culture-wise,

Keep up the good work!
