(August 12th, 2013, 08:12)Old Harry Wrote: tl/dr version: Nothing interesting

(August 12th, 2013, 10:17)Merovech Wrote: You could use the scout to prevent barb spawns.
Yeah, that's what our scout still kind of does (although there is no risk of barbs entering our borders yet anyways). But I guess you mean in the future? That's of course a nice option

Hmm Harry, regarding that scout: We won't get sailing+galley for a good while so there is no real need for having that scout close to capital for that reason. And moving 5 turns into our borders, healing and coming back is not really faster than healing 10 turns in place. Of course, that might be the most probable way of keeping that guy alive, but I guess we could still consider other alternatives.
Here are the short-term options that I can come up with fast:
1. Move the scout back to capital and wait for a galley
2. Move the scout back to capital and use him for providing extra vision when settling the second city
3. Heal in place and then continue exploring
4. Heal in place, fog-bust barbs and then return to capital in time for a galley
Btw, I'm slightly afraid that we get eaten by a bear next turn if/when we move W.. But there must be a hut so..
