Dec 8th 2010, 19:10:14
No AIM for me.
Once the 2 turns are gone, my plan is to pop the +40% spy power at the end of playing turns. It will still be active the next day when I log back in for 10 turns. I'll get my spy ops done on prospective targets, then pop +40% attack strength and do my LGs. That's 8/16 points. Those 8 points will go towards increased production or decreased building cost, whichever gives the most benefit.
One more unique thing to the +tech production bonus is that it should be used immediately after building, upon teching your first 10 turns. That will give you 8 turns of additional tech to benefit you over the rest of your turns.
Once the 2 turns are gone, my plan is to pop the +40% spy power at the end of playing turns. It will still be active the next day when I log back in for 10 turns. I'll get my spy ops done on prospective targets, then pop +40% attack strength and do my LGs. That's 8/16 points. Those 8 points will go towards increased production or decreased building cost, whichever gives the most benefit.
One more unique thing to the +tech production bonus is that it should be used immediately after building, upon teching your first 10 turns. That will give you 8 turns of additional tech to benefit you over the rest of your turns.
FoG