BLubmuz
HoF Quattromaster
WT, is difficult to put everything in a PPP.
I thought combustion was a pre-requisite for refrig., but i was wrong.
Since we need both, i choose refr. for +1 naval mov.
Upgrades of the naval units are too expensive.
For the other key decisions, i made a list here and i'm sure to have correctly interpreted the answers.
If not, let me know, point by point.
Slavery was an option i didn't used, 'cause there was no point in whip our core cities, and scarce results in doing in former India.
Caste was a great choice, pity not have adopted it before.
Also: Dehli was building WS without forge, a waste.
Same 5th: pentagon without factory.
The list can be long, we need to improve.
You can also notice that i've built a fort on an icy oil, to have it ready when we'll have the tech (next turn).
That one wasn't planned, too
I made also a lot of resources trades with our Vassals, to give them the necessary strategic resources.
And i was right in my first post, i over-extended 1.5 turns.
It was decided to play 6 full turns. I already apologized for this.
If you think 4 turns are OK for this final rush, i agree if the other members approve.
Let me know and i update the first page.
I thought combustion was a pre-requisite for refrig., but i was wrong.
Since we need both, i choose refr. for +1 naval mov.
Upgrades of the naval units are too expensive.
For the other key decisions, i made a list here and i'm sure to have correctly interpreted the answers.
If not, let me know, point by point.
Slavery was an option i didn't used, 'cause there was no point in whip our core cities, and scarce results in doing in former India.
Caste was a great choice, pity not have adopted it before.
Also: Dehli was building WS without forge, a waste.
Same 5th: pentagon without factory.
The list can be long, we need to improve.
You can also notice that i've built a fort on an icy oil, to have it ready when we'll have the tech (next turn).
That one wasn't planned, too

I made also a lot of resources trades with our Vassals, to give them the necessary strategic resources.
And i was right in my first post, i over-extended 1.5 turns.
It was decided to play 6 full turns. I already apologized for this.
If you think 4 turns are OK for this final rush, i agree if the other members approve.
Let me know and i update the first page.