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475 bc

Discussion in 'Team Mad Scientists' started by HUSch, Jun 4, 2009.

  1. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    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.


     
  2. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    We won't have enough coastal cities to make Great Lighthouse worth the cost. I think Monastary is better. Then courthouse.
     
  3. HUSch

    HUSch Secret-monger

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    Perhaps, we should build Maori in Peri (that is also our reli-founding-city).
     
  4. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    We shuold wait to build Maori Statues until we have stone. Otherwise it is many hammers invested for very slow (2-3 hammers per turn) payback.
     
  5. HUSch

    HUSch Secret-monger

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    It's our turn now.
    I think I 'll/must play.
     
  6. HUSch

    HUSch Secret-monger

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    Soc has lost against the axe.
     

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