I cringe to see so many units lost and our gold production fall off the wagon at the end of the golden age and our luxuries being fleeced at such a small price. This is the problem with a war against Alexander it doesn't usher in our defeat; it's just merely expensive and results in the stagnation of our republic.
I'm most concerned with the -6 gold/turn, -1 happiness, and our dwindling coffers. A city usually produces more gold and a settler is a unit that counts towards unit upkeep of gold/turn. So I think we should send him south to settle somewhere nice along the river near those dyes.
The problem we have with crushing Alexander beneath our boot is that we currently only have about 9-10 turns before our empire is flat bankrupt. The overall contributing factor to this is unit upkeep, building upkeep, and that 4-7 gold per turn wasted on that road we built. I'd say the best we can do currently is hold thinville and not very extravagantly either 1longsowrdsman/1archer/1Mohawk warrior should more than do the trick with a great general giving them all a 25% bonus and the forests/rough terrain in the area; as I think Alexander has thrown most his military at us.
I'm in favor of chasing his archer down with our longswordsman we can get an invaluable look inside his territory and kill another of his precious units. We can use forests through our territory as roads so we might be able to hit him now, but at the very least let us GIVE CHASE!
I'm most concerned with the -6 gold/turn, -1 happiness, and our dwindling coffers. A city usually produces more gold and a settler is a unit that counts towards unit upkeep of gold/turn. So I think we should send him south to settle somewhere nice along the river near those dyes.
The problem we have with crushing Alexander beneath our boot is that we currently only have about 9-10 turns before our empire is flat bankrupt. The overall contributing factor to this is unit upkeep, building upkeep, and that 4-7 gold per turn wasted on that road we built. I'd say the best we can do currently is hold thinville and not very extravagantly either 1longsowrdsman/1archer/1Mohawk warrior should more than do the trick with a great general giving them all a 25% bonus and the forests/rough terrain in the area; as I think Alexander has thrown most his military at us.
I'm in favor of chasing his archer down with our longswordsman we can get an invaluable look inside his territory and kill another of his precious units. We can use forests through our territory as roads so we might be able to hit him now, but at the very least let us GIVE CHASE!
Btw, would it be possible to get a list of our units and their rough location/city at the end of the update?
My Votes:
Diplomacy/Trade: See if anyone will buy 3 of your 4 horses. Don't sell them for less than 40 gold. Also see if Alexander is willing to negotiate peace (don't do it yet, but see if he's willing; unless he's offering very bad ass terms). We'd like to find out if we can sue for peace rather than the other way around, yet. Sell one way open borders to the Japanese for 50 gold.
Units: Move the Great General (gives a 25% combat bonus to units 2 hexes away) to Thinville, Move the longswordsman to chase down that archer and look around Alexanders borders (don't extend from our borders more than 3-4 turns of movement), throw the warriors garrisoned on the gold hill for extra vision, build a trading post in Waltzburg with their workers, send the settler south (preferably between the spices cows and deer) unless a better location opens up by the dyes, and send the workers near Eumersiania south towards our next settlement once finished with the quarry.
Erections: erect a market then a settler in Knackopolis, a granary then worker in Eumersiania, finish up whatever military unit was building in Waltzburg then finish the workboat, erect either 1 more mohawk warrior or archer in Thinville then shift back to Hagia Sophia.
Other: Try to fiddle with tiles cities are working in order to lessen that -6 gold/turn gap.