Ok, since governors never post any discussions for what to build (very undemocratic IMHO), I'm going to post suggested builds for our cities.
Remember that we now have 7 luxuries (trades included).
Duex Rivieres - Knights, and only knights.
Vandelay - Barracks, knights. Could use the additional floodplain to have 1 more mined tile (to bump it over 18spt).
Vo Mimbre - Switch to a market. (It doesn't need the colleseum, and a market would be much better due to the luxuries). Then, build nothing but Musketeers (not knights). It needs the desert to the east (and another desert on that other road) mined. That gives it 15spt (musketeers every 4 turns - 60 shields).
Groton - Knights, and only Knights
Montpellier - Knights, and only Knights. It also needs more workers built into it (from the designated worker factories).
Huntington - Needs *NON-DYE JUNGLE TILES* cleared and mined. Should build musketeers.
Mr. Roger's Neigborhood - Don't know why it's building a granary with 0 growth. Give it a barracks, and build Longbows. (back up defense).
Sanction - Can use some more workers built into the city. Market is fine. Have it alternate Musket/Knight until our cities have ample musket defense, then all knights.
St. Octaviansburg - Granary's ok, but it will grow 1 turn before it's complete, wasting it for another 20 turns. Needs Barracks, and then build nothing but knights.
Mure - Musket, Aqueduct, Market.
Santa Lucia - Needs jungle clearing... Build barracks BEFORE building knights!!! Finish the current knight though (but it'll be a regular knight), then build a barracks, then Market, and more knights. (I'd like to see 6 or 8 workers each clearing jungle. Why not 7? The 7th worker is a waste.
Cijam - Finish the university, build a barracks, then knights.
Raven's Flight - Market, Harbor, Caravel
Finklewink - Do as you please. This is a colony that's really of no use to us.
New Falcon's Haven - Switch to a Courthouse, Muskets.
New Morgana - Switch to a granary, workers (to build into cities).
Acheron - Library (rush?), Walls, Muskets.
Bootsville - Nothing but knights (needs some micromanagement though).
Sharkygrad - Library, granary, workers.
Carabet Voltaire - Catapults (we will upgrade these soon)
Ooligaria - University, Barracks, Muskets
Ville de Buisson - Barracks, Knights (needs lots of micromanagement, and workers added into the city)
Grand Bricolage - Harbor, Granary, Workers. (Remove the floodplains tile, Ville needs it for the forests).
Internal - Switch to granary, workers. It's got more than enough growth to build workers every few turns. These will build into core cities.
Antilla - Temple (or Library), Harbor. (Move a musket to this village instead of building one)
Vandopolis - Library, Barracks, Muskets.
Liebling - Harbor, workers (to build into cities).
Anarchyisgodville - Workers (to build into cities).
Kobayashi City - Sunscreen. (build as you please, actually)
Kadessa - Library, Barracks, Musket (It's one of our slow cities).
Audiac - Library (rush?), Harbor.
Note - We have so many luxs now, that not all cities will need temples and cathedrals.
Remember that we now have 7 luxuries (trades included).
Duex Rivieres - Knights, and only knights.
Vandelay - Barracks, knights. Could use the additional floodplain to have 1 more mined tile (to bump it over 18spt).
Vo Mimbre - Switch to a market. (It doesn't need the colleseum, and a market would be much better due to the luxuries). Then, build nothing but Musketeers (not knights). It needs the desert to the east (and another desert on that other road) mined. That gives it 15spt (musketeers every 4 turns - 60 shields).
Groton - Knights, and only Knights
Montpellier - Knights, and only Knights. It also needs more workers built into it (from the designated worker factories).
Huntington - Needs *NON-DYE JUNGLE TILES* cleared and mined. Should build musketeers.
Mr. Roger's Neigborhood - Don't know why it's building a granary with 0 growth. Give it a barracks, and build Longbows. (back up defense).
Sanction - Can use some more workers built into the city. Market is fine. Have it alternate Musket/Knight until our cities have ample musket defense, then all knights.
St. Octaviansburg - Granary's ok, but it will grow 1 turn before it's complete, wasting it for another 20 turns. Needs Barracks, and then build nothing but knights.
Mure - Musket, Aqueduct, Market.
Santa Lucia - Needs jungle clearing... Build barracks BEFORE building knights!!! Finish the current knight though (but it'll be a regular knight), then build a barracks, then Market, and more knights. (I'd like to see 6 or 8 workers each clearing jungle. Why not 7? The 7th worker is a waste.
Cijam - Finish the university, build a barracks, then knights.
Raven's Flight - Market, Harbor, Caravel
Finklewink - Do as you please. This is a colony that's really of no use to us.
New Falcon's Haven - Switch to a Courthouse, Muskets.
New Morgana - Switch to a granary, workers (to build into cities).
Acheron - Library (rush?), Walls, Muskets.
Bootsville - Nothing but knights (needs some micromanagement though).
Sharkygrad - Library, granary, workers.
Carabet Voltaire - Catapults (we will upgrade these soon)
Ooligaria - University, Barracks, Muskets
Ville de Buisson - Barracks, Knights (needs lots of micromanagement, and workers added into the city)
Grand Bricolage - Harbor, Granary, Workers. (Remove the floodplains tile, Ville needs it for the forests).
Internal - Switch to granary, workers. It's got more than enough growth to build workers every few turns. These will build into core cities.
Antilla - Temple (or Library), Harbor. (Move a musket to this village instead of building one)
Vandopolis - Library, Barracks, Muskets.
Liebling - Harbor, workers (to build into cities).
Anarchyisgodville - Workers (to build into cities).
Kobayashi City - Sunscreen. (build as you please, actually)
Kadessa - Library, Barracks, Musket (It's one of our slow cities).
Audiac - Library (rush?), Harbor.
Note - We have so many luxs now, that not all cities will need temples and cathedrals.