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Kandros of the Clan - How many powers of 2 do you need?

Woot, I see a barb goblin to kill for some XP in the south that can be attacked next turn, an elephant that is wandering around doing nothing in the back lines and a griffon to the west frown

God damnit I hate barbs sometimes.

BTW, guys, I was wondering, but isn't it economically preferable to use agrarianism farms and workshops, under Nationalism and Mil State, to build Warren'd Solderis of Kilmorph to then cash in on any building we want? That'd give us +25% to building the SoK, which makes them cost, what, 48 base hammers, that give us 60 hammers worth of buildings? And as there isn't a %age modifier to building construction...we want RoK.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Messages In This Thread
Kandros of the Clan - How many powers of 2 do you need? - by Krill - September 6th, 2011, 07:43
Kandros of the Clan - How many powers of 2 do you need? - by Bobchillingworth - October 11th, 2011, 14:44
Kandros of the Clan - How many powers of 2 do you need? - by Bobchillingworth - October 31st, 2011, 19:36

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