Turn 76
On the run here! Turn 77 will be the most difficult so if you have time OH it's all yours...



Excellent!
Yeah, it's the most useful thing to pre-build when we're shuffling the workers. Having one improved food-neutral tile isn't terrible for H either for the growth phase.
Agreed!
I think the reasoning was using capital's library bonus, but yeah, we can prioritize cottage growth.
We would need a crystal ball to decide here, but yes, those hammers can well be units!
I'm really yearning for either Calendar or CoL, but need to see later if military techs are a must or more useful..
Gotta run, will comment on Azza plans and specialists later/when I'm back!
On the run here! Turn 77 will be the most difficult so if you have time OH it's all yours...
(June 18th, 2014, 18:35)Old Harry Wrote:- with the pace of PB13 I had time to go through this tonight! It's astonishingly well polished
. I tried to criticise, but all I've got is two things I'd do different. Spoilered for being boring micro nitpicking that no-one else will find useful:
Excellent!

Quote:T78 - the cottage for hazelnut seems odd - Alfie is crying out for more cottages to work... I guess this is because of the road?
Yeah, it's the most useful thing to pre-build when we're shuffling the workers. Having one improved food-neutral tile isn't terrible for H either for the growth phase.
Quote:T80 - A road on G's hill lets us chop and mine the next hill easier... that cottage isn't going to be useful for ages.
Agreed!
Quote:T85 - you're working a cottage at Butterscotch over an Alfie cottage - given that the library has just completed this could be deliberate, but the more cottage turns we can put in the cap the better.
I think the reasoning was using capital's library bonus, but yeah, we can prioritize cottage growth.
Quote:T88 - Depending on our future tech/war plans the Library in Flossie could perhaps be some units part-built for later? Cornelius could switch to a spear so the axe will be stored and save on unit costs...
We would need a crystal ball to decide here, but yes, those hammers can well be units!
Quote:T90 onwards - after currency do we go for:
- 2-turn masonry (stone for Moai, pyramid fail-gold and perhaps attempt the great lighthouse),
- 10-turn Calendar for +2 happy short term (+3 once we grab the silk),
- 10-turn CoL for expansion and whipping,
- 7-turn HBR and/or
- 10-turn Construction (needs masonry) for attack?
I'm really yearning for either Calendar or CoL, but need to see later if military techs are a must or more useful..
Gotta run, will comment on Azza plans and specialists later/when I'm back!
