Krill
Deity
Capital can make 51 hpt in a GA = 14 turn Taj. But they only have 11 turns of GA left, and need to research Nationalism first as previously said. They make 39 hpt out of GA.
No turn report from the last turn....are you alive Memphus?
Taj is also for denial: we can't afford to let Cav get a 12-turn GA. It's a swing of 20 turns of GA, not just 8.
I gave them the gold.
At Orange Jasmine it has to be better to work a 1/3 tile instead of a 1/2/2 tile when building the granary.
Dragon tears has a worker building a mine which seems a big waste of time.
I think the best tiles to farm to spread irrigation to Zero's farm are the tile 2N of Zero (that Dragon Tears, a food-short city, can use) and the tile 1NW of Zero. This seems higher priority than building a mine at DT.
At Sun Burst I think it has to be better to work the 2/0/5 coast tiles over the 3/0/0 farm tiles. The only point in working the farms is to grow fast enough to work the coast. But we can now work all of the coast tiles, so should switch over. I don't see the need to grow to work the ocean tiles. They're not bad with colossus+financial, but not good enough to forgo the 20 commerce per turn that we chose not to collect to do so.
Taj is also for denial: we can't afford to let Cav get a 12-turn GA. It's a swing of 20 turns of GA, not just 8.
We are up!
I really think we need to switch the build in PM from Lighthouse to Caravel*2 or even 3 maybe. We want to circumnav, and Kaz is ready to sail on us when they DoW.
We have gotten 5 workers in the past 2 turns...but ZC is only building workers. It gets another one next turn.We need more WORKERS!!!! The War Tea zone could use twice as many as we have, if only for building/rebuilding roads.
I disagree about slaving....we could reap some benefits for sure, but we are growing so well, if we can avoid slaving we will better off in the long run.