Ok, sorry for the mid absence, but RL + some forum stuff have delayed me :/ ( that and a quite drawn E1000 AD game with China where I ended being AP crusaded while taking Sal out ... fun, fun :/ )
So on actual game plans :
- We are getting out of things to build ... or we will in 2/3 sets. Someone suggested to go alpha ... to be honest, , besides our cap , we will be with hands full building stuff for quite a while ( barracks, granaries, libs and stables ) and as soon as we have a decent bout of libs to hire sci specs, the time for getting Construction on will be significantly reduced. Our cap is another issue, though .... anyway, we can make some axes/ spears to make some company to the phants/cats. Other consideration to have about this is ...
- Our next GS will get out in maybe 2 sets ( I surely intend to hire a sci spec in cap as soon as the whip anger subsides there ... and even with one spec hired, it is 31 turns for it ). Nowadays it would bulb Maths ( a thing that we obviously do not want to bulb ).... to be honest we will need to have alpha as well to bulb the machinery path ( we also need IW and Masonry for the machinery bulb in itself, but alpha is mandatory even if we only want to bulb MC ). We definitely need to put our bulbing and teching strat in order ... Can someone run some numbers on that ? I have the gut feeling that the best way of going is Alpha-> HBR ( not in a particular hurry to get HAs , are we? We might even put this after Maths ) -> Maths -> bulb MC -> Construction -> IW -> Masonry -> ( maybe Currency+ partly CoL in here? Probably not even time for full Currency, especially if we can put 2 sci specs in another city besides our cap , like in Gondar ...) -> bulb Machinery with GS #2 ...
- On war: I was looking at the game and I was wondering if taking toku down is not the best way to go after all

. QSH is safely constricted down there ( even if he settles the other island he will be rotting in vines ) and we can't work the best tiles out of his cap until we have bulbed Machinery ,a flagrant contrast with Toku known cities ( he even settled his city #2 where we wanted it

). There is the downside of that making HC to have more avaliable land, but that is a minor thing ...
-Do we want to settle any other city before war ? I do not think so, but it makes me nervous to see nothing stopping toku of making crap jungle cities against us...
Anyway, on more ground base issues:
- We need more workers

I plan to make one in cap , then letting it grow to size 5 and hire another spec there, then whip something at size 6. That or whip a granary as soon as we hit size 5 ... That would impact our GS GPP , though :/ The other cities are probably too hard pressed in schedule to get more workers out, but besides roading and linking phants, copper and horses, I think we have our bases covered with 3.
- Gondar will probably need to be whipped before the wexistant whip anger subsides unless we hire a sci spec. Will do so.
- The rest ... it depends of our tech path ( putting research in between makes things very diferent ... ). Labileia is somewhat problematic, since it has prod , but no food ( somewhat the same as Adis Adeba ) and I'm not sure if it is worth the trouble to run sci specs there or even to build libs
I would definitely like to have a straight head on tech paths before we move on . Can you give your thoughts , pls ?
