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.