Consul of Internal Affairs 10-Turn Worker Plan
This plan incorparates only current workers. Any extra workers built will be utilised in the role of improving the city that built them first and foremost before starting to improve the empire as a whole.
590
Gov1: Harvest game (5)
Moses: NE
Lux: Finish harvest. Start road (3)
570
Gov1: Harvest game (4)
Moses: Road wine (3)
Lux: Road (2)
550
Gov1: Harvest game (3)
Moses: Road wine (2)
Lux: Road (1)
530
Gov1: Harvest game (2)
Moses: Road wine (1)
Lux: Irrigate (4) - one extra shield won't do any good for Skulgaria because of corruption.
510
Gov1: Harvest game (1)
Moses: Mine wine (6)
Lux: Irrigate (3)
490
Gov1: Road game (2)
Moses: Mine wine (5)
Lux: Irrigate (2)
470
Gov1: Road game (1)
Moses: Mine wine (4)
Lux: Irrigate (1)
450
Gov1: SW - to irrigate; then bring irrigation to cleared game
Moses: Mine wine (3)
Lux: Undecided as of now. We'll see where we are in 10 turns.
ps: shades of communist Soviet Union, eh?
edit: accidently posted 20 turn plan in title, meant to be 10 turn plan.
This plan incorparates only current workers. Any extra workers built will be utilised in the role of improving the city that built them first and foremost before starting to improve the empire as a whole.
590
Gov1: Harvest game (5)
Moses: NE
Lux: Finish harvest. Start road (3)
570
Gov1: Harvest game (4)
Moses: Road wine (3)
Lux: Road (2)
550
Gov1: Harvest game (3)
Moses: Road wine (2)
Lux: Road (1)
530
Gov1: Harvest game (2)
Moses: Road wine (1)
Lux: Irrigate (4) - one extra shield won't do any good for Skulgaria because of corruption.
510
Gov1: Harvest game (1)
Moses: Mine wine (6)
Lux: Irrigate (3)
490
Gov1: Road game (2)
Moses: Mine wine (5)
Lux: Irrigate (2)
470
Gov1: Road game (1)
Moses: Mine wine (4)
Lux: Irrigate (1)
450
Gov1: SW - to irrigate; then bring irrigation to cleared game
Moses: Mine wine (3)
Lux: Undecided as of now. We'll see where we are in 10 turns.
ps: shades of communist Soviet Union, eh?
edit: accidently posted 20 turn plan in title, meant to be 10 turn plan.
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