While we're waiting for the save(s), any thoughts on where to move our scouts? I was think we'd want it to scout the area west of our second city to make sure we know where the best nearby city locations are. I expect the scout to be killed by barbs in the not too distant future.
Weird news of the turn was someone with 10 crop yield.
This stumped me for a bit - I thought it was completely impossible! But I soon figured it out - mackoti must have had a closer fish than we do. His workboat, which finished t5 given his 4h per turn and t0 move, must have been able to move just one tile and hook the fish on his t6.
So he got 2f for 5t, and 5f for 1t = 15f = growth and now the governor added the FP for 10 crop yield. But I expect he'll start a worker next turn and go back to 9cy/4mfg working the deer.
Scouting:
Next turn the warrior can head back and the scout probably goes SE-S.
Mackoti and yuris both got a tech worth 0 power after producing 62 / 66 beakers respectively. This is surely Agriculture in both cases - it makes the most strategic sense for both and also fits the timeframe perfectly.
Yuris has 4 overflow beakers.
I expect luddicator to get AH next turn, and sichabod to get it the turn after (since they don't have the double discount).
spacemanmf Wrote:So possible city sites are 1N of cows and 1E of dyes.
I suspect you mean 1E of the southern dyes. 1E of the northern dyes could be a viable spot. As for the southern cities, I'd say it depends on the timing. If we're founding the southwestern city first, 1SW if the gold might be nice as it doesn't require a border expansion.