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Turn Discussion Thread

kjn Wrote:I think we should send the scout SE-NE - I think I'd prefer to scout out our close environs and the river valley. The warrior can help scout out the northwest soon.

Going so far to the north with the starting warrior (at least NW, NW of the Wheat) would take him 13 turns just to go there + additional turns to come back to the capital.
I'm not sure we want to leave our capital and a future worker undefended for so long.
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I think Mortius's plan looks fairly good. Of course we might want to tweak the Scout's route slightly based on geography (making sure to always get 2 moves and gain hill vision where possible), but on the whole it looks about right.

I definitely think we want the Warrior back at the capital around when our first Worker is built, so we can defend it (and the capital) against any potential intruders. So we won't want to move him much further than Mortius has marked... perhaps just 1NE-1NW at the end of the route in the screenshot (yellow line) to get vision from that hill.

For next turn (#2) I advocate...

Warrior: 1NW (as in Mortius's screenshot)
Scout: 1W-1NW (as in Mortius's screenshot)

For the turn after (#3) I'd go with...

Warrior: 1NW
Scout: to be determined based on what we see on turn #2
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I like that plan too. smile
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Lord Parkin Wrote:Warrior: 1NW
Scout: 1W-1NW

It's our turn now.
Does anyone have objections to this plan?
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Mortius Wrote:It's our turn now.
Does anyone have objections to this plan?

No objection here.
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Mortius Wrote:It's our turn now.
Does anyone have objections to this plan?

Age. Fac ut gaudeam.
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I believe we were all agreed on it. If someone wants to log in and make the moves, please do so. I'm at work and have my beach volleyball semi-finals tonight. So I won't be home for another 8 hours or so.
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Turn 2:

[Image: RB0006-Turn2.jpg]

Every turn we discover one resource.
This time we have got a Crab.
Not a bad average smile

I am glad we are so close to the coast. That way we have:
- at least one flank safe,
- a coast tile is quite good with a financial leader, and if we land Oracle, we would have a free shot for Colossus, and then oh my yikes It would be lovely jive
- we need to map the coast closely, but even now I can see 2 very good coastal spots. Maybe we should think about the most overpower wonder in the game?


We don't have too much options, for the next turn units movement:

Warrior - NW?
Scout - N, NE?
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Mortius Wrote:We don't have too much options, for the next turn units movement:

Warrior - NW?
Scout - N, NE?

I agree fully. That's exactly what we need to do.

I also see a nice future Moai city. That little island thingy turned out to be a single tile island (good thing we didn't waste the turn with the warrior going W smile) and with it even having those two grassland tiles available to it....that'll be a decent city. Even moreso if it ends up having any seafood around it.
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HitAnyKey Wrote:I agree fully. That's exactly what we need to do.

I also see a nice future Moai city. That little island thingy turned out to be a single tile island (good thing we didn't waste the turn with the warrior going W smile) and with it even having those two grassland tiles available to it....that'll be a decent city. Even moreso if it ends up having any seafood around it.

And the city would be on the different continent which means we can have a 2-coins trade routes across our empire smile
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