I notice two flaws on the IT. We're not in bureaucracy and we have four workers for six cities. Switching the civic was easy, but the worker issue is still being amended, with six workers ready and one underway.
I checked the diplomacy but there wasn't a whole lot to do, so I just sold wine to Freddy for silks. Cathy cancelled the rice-for-wine deal with us, which caused some unhealthiness. No big deal, since the deer will be hooked up soon.
On that subject, building the road to the deer was kinda redundant, because
they're right next to the river that flows by Carthage.
Research went music (Great artist, F. Kafka born)-> metal casting (let's start building forges)-> drama (to allow a theatre in Mutal).
Where to next? Warring is always fun and profitable, and to that end our tech path could be machinery-> engineering-> guilds for the medieval steamroller army.
Now, on a city by city-basis:
Carthage
Looking good here, just build more cottages as the happy and health caps rise. A GS was born this round, and I used him to build an academy here. A move that can very seldom go wrong.
Seeing the Great library unbuilt by this time was pretty surprising. I figured we might just as well go for it, what with the marble and everything. If we get it, that's good. If we don't get it, the cash is also good.
Hadrumetum
I whipped the market rightaway. It cost four pop but the city was working many unimproved tiles, so it didn't matter. The city lacked a library, so that was the next build. Science buildings should be the focus here and our next GS should add an academy. Build more cottages.
Utica
It seems that we're running this city as a commerce/production hybird. It's bringing in a little commerce, a little production and will be stck at size ten until the end of time.
That's not ideal. I already mentioned this in my last report. PLEASE replace those cottages with farms and mine the hills. Mowing down mature cottages hurts but the pain will be passing. This city will be much more valuable to us as a pure hammer pump, especially when we go to war.
Good production cities are very versatile assets. I often run into a situation, where building more units would be foolish. Then I make my prod centers build wealth. One city can easily make 20+ gpt, which is enough to push the science slider up a notch.
Hippo
I haven't got the faintest idea on why this city, with under 10 base commerce, was building a market. I whipped it anyway. It'll bring in a couple
of happy faces and it got the city rid of working unimproved tiles.
Build farms and mines here. We can now irrigate the grasslands, so this city will make a nice secondary prod center.
Mayapan
To be frank, I have no clear insight on how to use this city. Our workers are
tied up elsewhere right now, so specialising will have to wait.
I used the city to build a spy. I like putting them in major cities to avoid those pesky AI spy missions.
On the subject of espionage, I tweaked the EP distribution, putting most of our whopping eight points towards Cathy, who is our nearest threat and a possible target.
Mutal
Here we have our third commerce city. Chop the forests, lay down cottages and use the hammers from the chops to build cultural and science buildings. Monasteries are a good priority, as is a theatre. I settled Mr. Kafka here to help with the culture push.
SAVE for pigswill, right?