It's cool to do nifty godlike stuff. That's why we play these games after all. But speaking from experience with other games, the very specific has a way of being useless when the unexpected comes along (which it always does). Sure, you can usually retool something to make it work, but that's not as good as having the strength to create something specifically for a situation.A buddy of mine who used to play pool had a saying: if all else fails, sharpen your cue. If you don't have any ideas, you can always just increase your stats. So start with "Which stat do I want to increase?" From there, it's a small step to "How do I increase it?" Since you're not even limited by domain in this game, only that it has to have a naturally-occurring explanation (which doesn't mean it has to be naturally occurring)., the sky's the limit. In my opinion, it's actually something that makes Acropolis easier than other games.
And I think the more that you do this, while keeping in mind your central character, it brings to mind new ideas and new things to do. You develop a culture.
Of course, soon enough, most—if not all—of you will have things you will have to deal with, and it might be good at that time to have the extra DSP to handle it.
If I may use Cedar for an example. Every turn he's always doing new stuff to advance his tribe. It's always related to his totem, and it's really helping to advance his character and the culture of his tribe, but at the same time, it ups his stats every turn.
And I don't know if you guys are paying attention to the ways in which your stats are increasing every turn, but I usually try to connect what you did in your turn to something stat related. The clever or lucky may also find one action can increase two or more stats.