Mitchum
Deity
Cows just finished its granary. Kait, did you do the math/test to know if halt growth should be used there? If not, I'll try it both ways when I play through the test game.
Good point. Try not to chop it.Do we really want to chop this forest?
Nope. Avoid growth is -1Cows just finished its granary. Kait, did you do the math/test to know if halt growth should be used there? If not, I'll try it both ways when I play through the test game.
, -1
, -1
. We finished the granary at the ideal time so no need to use this trick.After chopping that one:Good point. Try not to chop it.
Oops, great catch!Another thing I noticed is that now the deer is connected via roads to both Cows and Science because we rebuilt the pillaged road and then built the road at Cows-S. Are we planning to double pillage roads the next time we do the dun trick? Or are we going to use some other resource next time?

Cows just finished its granary. Kait, did you do the math/test to know if halt growth should be used there? If not, I'll try it both ways when I play through the test game.
2 cities are building the 'Mids on T84: Clam and Canal. No city is building it on T83. Clam will build the 'Mids on T83 and the wb on T84 instead.

Philip:
T82 - Move to tundraforesthill 2N2E of Cow City
Do we really want to chop this forest? It could possibly grow in three directions so we should save that one. What about chopping the forest at Cows-2N instead? Or Cows-3N?
Spoiler :![]()

How about Joan Dark rebuilds the road that we had pillaged and Philip goes straight to the forest at Cows-2N and chops that (without building the road at Cows-S). Joan will still follow the PPP but Philip will be 1 turn ahead in his chopping duties which should be no big deal.
are lost due to overflow cap on Lighthouse)
) into Pyramids
Original PPP
Cows
T80 - Anarchy
T81 - Lighthouse; Crab, Cow, Deer
T82 - T84 Lighthouse; Crab, Cow, Deer, Plainsriverfarm
T85 - 2-pop Whip Lighthouse; Crab, Cow, Deer
T86 - Pyramids (Goes to 290/500); Crab, Cow, Deer (2 chops land)
T87 - T88 Library; Crab, Cow, Deer, Plainsriverfarm
T89 - T90 Library; Crab, Cow, Deer, Plainsriverfarm, Coast
T91 - 3-pop Whip Library; Crab, Cow, Deer (2 chops land)
T92 - Wealth; Crab, Cow, Deer
T93 - Wealth; Crab, Cow, Deer, Plainsriverfarm
T94 - Pyramids (Goes to 528/500); Crab, Cow, Deer, Plainsriverfarm (chop lands)
then built the road at Cows-S.
Game saving catch, Mitch! I guess I forgot to tell you that this is the most important pre-turn set of the game.
converted to gold?
pyramids by T95.If we're only going to save 1 of the 4 forests north of Cows, it should be Cows-3N since it has 4 re-growth options while all of the others have only 2 or 3. But that's for the next turnset to decide.
Aren't the 3 "lost"converted to gold?
I'm fine with the first 5 turns of these worker actions since most of the details will be ironed out by WT in the next turnset.
turns into +3g
are lost due to overflow cap on Lighthouse)
) into Pyramids
+9
+2
+3
+5
+9
+2
+4
+5
+9
+4
+5