Alright, status update time! First off, let's look at our empire.
Mayapanpenponpu, our glorious capital
It's a swampy island a little north of the arctic ocean. Truly a great place to be. Aberpanapopuma, once Celtic, now Jivaro.
If it weren't for the crazy amount of buildings C2C adds there would be no way for this city to grow much further without a lighthouse. As it is, 75 food. Pumayapan, our holy city!
What can I say? It's growing. Could use more hammers though. Popumayapan, our smallest city.
Boring place. In a few centuries it might become less so. Persepolis, taken from the Persians, holy city of Hellenism.
Maybe we ought to give it a more Jivaro name. The huge amount of archers is what's causing the decrease in revolt risk. Szeged, our newest conquest. Has lots of resources.
Crucifixtion ought to help with revolt risk. Otherwise not much to say about it, except maybe that Szeged is not a very Jivaro name. I have no idea why our financial trouble is the chief cause of our empire's instability, seeing as our finances seem just fine to me. Maybe we're having trouble with them because we haven't invented them yet?
Anyway, let's consider our
targets fellow civilizations targets.
You can see here how we're directing our intelligence-gathering efforts. The NSA only has so many neanderthals, you know. The most immediate threat is the Aztecs. Damn those annoying lime green bastards.
They're led by Selassie I rather than ol' Monty so they're not that bad, but they're still very annoying with their city spam everywhere. Our newest neighbors are the Brazilians, led by Hammurabi.
They'll probably expand in our direction now that the Huns are gone. Further east are the Cherokee, who seem fairly dangerous, having taken at least one barbarian city already.
They're led by Joao II, by the way. To the north of the Cherokee are the Inca, led by Julius Caesar. We can pretty much ignore them.
To the west of the Inca are the Maori, led by Gilgamesh. They're fighting a lot with the Navajo.
They follow mesopotamism, possibly to curry favor with the Carthaginians, possibly because it randomly spread to them and they decided religion > no religion.
Speaking of the Navajo, they're to the northwest of the Maori.
Led by Willem van Oranje, by the way. They've founded Islam but haven't declared it their state religion for some reason. And finally, to the west of the Navajo and to the north of the Aztecs, we have the Carthaginians. Amazingly, they're led by Hannibal of Carthage.
Next is a quick rundown of our current civics.
In case you're wondering what slavery does, it's this.
Here's a list of currently constructed world wonders, as well as the top 5 cities of the world.
We're the best, obviously, but it's sad that we only have one entry there. We've built a couple of cultures, so let's see what units they make available. First off, the Caribs.
I haven't even built any of these. I'm not sure I even can, there's probably some obscure requirement that we don't meet. Cheyenne.
Looks okay, I guess. Huron.
We've been getting a lot of mileage out of these boys. They're basically superior log rams. And finally, the Zapotec, which we'll finish building soon.
A neat building and a great unit! Stone macemen have 4 strength, bronze macemen have 5. 7 strength is huge. Finally, let's have a look at the tech tree.
I'm not going to detail every tech, but a few notes:
The Wheel: Lets us build mud paths, which make our units move slightly faster compared to dirt paths.
Divination: The Oracle still gives a free tech.
Masonry: Lets us build a lot of stuff, and I do mean a lot. It also enables the town watch, the first in a line of units that are designed to garrison and pacify towns. They cost extra money in upkeep but help decrease crime and revolt risk.
Stargazing: Another free tech wonder here.
Trade: Lets us build caravans, which are a method of transferring hammers from one city to another. Also a bunch of other stuff, as you can see.
Writing: A tech required for all hero units. Researching it obsoletes all the myth buildings we've been collecting in our capital(we don't really need them anymore though). It also makes us not a minor civilization anymore. Minor civilizations cannot communicate with others, nor can they be communicated with.
Monarchy: A new government civic here, which lets us build more cities than before. Do Zapotec or Nootka unlock any neat units or heroes?
You've already seen the Zapotec, but as for the Nootka...
I guess they're not terrible, but I haven't been in a hurry to build them. Have you thought about movin the capital to the mainland and getting less "OMAHGAWDWE'REACOLONY" instability?
It feels a little... wrong, to do it. But I guess what matters more? Stability or keeping with our awesome island?
It's entirely up to you guys whether we do it or not. I did state right there in the OP that I'd be playing according to your whims. While being a colony does cause instability, it's entirely solvable with a big enough garrison.