Ciceronian
Latin Scholar
Sorry for forgetting to mention it, I wanted to pass on to Megalou actually so we can lay the blame on him. 

Northern Pike said:Actually, I'm up, since this is where I entered the rotation when I became able to play.![]()
Northern Pike said:1A. Give the Vikings six cities (since Shanghai is about to reach size two), worth a total of fifteen population points, in two turns.
1B. As above, except with the island cities withheld as Klarius would like, so that we'd be giving four cities worth eleven PP.
2A. Wait seven turns for population growth, and then give the Vikings ten cities worth at least 23 PP.
2B. As above, but with island cities again withheld, so that we'd be giving seven cities worth at least seventeen PP.
I'd also like to hear what the team thinks about whether we should recruit allies for our war with the Vikings. My first thought is that we shouldn't, since we'll want to be free to end the war the moment the Vikings will talk. But if our having allies would do more to influence the Vikings than I'm assuming, let me know.
Megalou said:Or do you mean we can declare when they have a size 2 or 3 and declare before they grow? Maybe. They are still despotic (=low on food)? I can't open saves at work.
You've got to be kidding. Either that or I've misseed something in the transition from PTW to C3C.klarius said:Courthouses don't help against flipping,...
Looks like the temples are enough, but please comment on the courthouses and the civiliopedia text "makes the city more resistant to propaganda." You mean it only works against spies?klarius said:A temple would also be a good thing to have to push back borders.
Courthouses don't help against flipping, they make sense only if the cities grow big enough that the corruption reduction gives a benefit.
Megalou said:Looks like the temples are enough, but please comment on the courthouses and the civiliopedia text "makes the city more resistant to propaganda." You mean it only works against spies?
Megalou said:* Waiting 1 turn then giving the maximum no of corrupt towns available to Scandinavia and allying everyone against them. Could it make them lose some of their momentum? Note that they don't have Invention yet.
* Selling Gunpowder. The above alliances would be in the bargain, but no cash or maps from the AI - only gpt - because we may have to break the alliances.
*Moving the southenmost warrior to the colony, risking barb camps forming. Moving the horsemen to Seattle. (Note the Scandinavian galley.) Moving the longbowmen into core cities.
*Increasing science to 90%. (gpt would be +19)
* Signing ROP with Japan.
* Hurrying barracks in Caesaraugusta within a few turns and upgrading the spearman on the interturn.
* Disbanding all "continental" warriors (except the one protecting the colony) right after the gifting scam. We are currently paying 14 gpt in unit upkeep.
*Building some more horsemen, eg in Chicago and Boston.
*Copernicus' is only 16 or 17 turns away. We can:
1. Maximize research and try to take Athens in 16 turns.
2. Slow down Copernicus'.
3. Change our goal to Bach's or Smith's. Those would take 18-20 turns longer. Or maybe Magellan's![]()
I think no 2 is preferable. We can get up to 34 gpt from Greece for Gunpowder so that trade should run its course.
Renewal of the wine trade from Greece I will do by selling luxuries to them. No cash will be involved so that we protect our rep a bit.
Dunno. Maybe there will be a natural break somewhere in 10-13 turns or something to discuss in detail....are you going to play until 450 AD (to get to the normal turns)?
If someone razes a Scandinavian town the Viking would have to build a new 1. It's a bit unlikely but certainly not impossible looking at what happened to York.Allying everyone against the Vikings--the problem here is that none of us seem to be sure how much this would incline the Vikings to make concessions in a peace treaty. Would it add anything meaningful to the motivational effect of ten lost cities?
I violently disagree![]()
with the disbanding fetish, both generally and in this particular case. The gift-and-retake procedure may leave us needing garrisons for cities with enemy populations all through the game, and the only defense we'll have against Berserker attacks on our coastal cities until the IA will be to hold them with a lot of units, among other factors.
OK, but I'll move him one step NE. All tiles will still be lit up thanks to the Seattle expansion.I wouldn't risk the return of barbs to add one warrior to our other defenses.
Yes indeed. But if it's too expensive to do soon then I will want to build a warrior before the barracks. And I promise not to disband him either.Barracks in Caesaraugusta, and upgrade--good in principle, but a fairly expensive little project (300+ gold).
They will all get GunP before we attack them anyway and every nickel can be put to good use. With faster science we will have Chemistry in 4t and we can trade that for Astronomy. But OK, it is a step on the way to riflemen for the AI and I'm not quite sure about this.Selling Gunpowder--all right if necessary as part of a grand design to form anti-Viking alliances, I suppose. In itself I don't much like the idea...
Yes, where are you? We need you.Klarius?