Now there is the situation with a barb in the south.
Our both ax goes so, that the barb ax can be killed next turn, perhaps the barb will attack the holk, he has a better than 50% to win, but if he lost our axe can finish the barb.
In the north I would like to go with the forrest promoted Holk1 to one of the forrest hills, fogbustern. The other units should heal. Ax1 goes next turn in NE direction.
Another question:
What kind of wonder would we like to build. My suggestion is great Lighthouse in Peri (roundabout 10 turns). I need answers to this. If not wonder, we can build courthouse or monastery. In the moment I want to grow in the towns, we get ivory next turn; in Gott we build after the lighthouse worker or settler.

Our both ax goes so, that the barb ax can be killed next turn, perhaps the barb will attack the holk, he has a better than 50% to win, but if he lost our axe can finish the barb.
In the north I would like to go with the forrest promoted Holk1 to one of the forrest hills, fogbustern. The other units should heal. Ax1 goes next turn in NE direction.
Another question:
What kind of wonder would we like to build. My suggestion is great Lighthouse in Peri (roundabout 10 turns). I need answers to this. If not wonder, we can build courthouse or monastery. In the moment I want to grow in the towns, we get ivory next turn; in Gott we build after the lighthouse worker or settler.



