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[SPOILERS] NHs rise to number 4

(December 21st, 2013, 14:38)NobleHelium Wrote: Turn 1

My general way of avoiding duplicate turns is to CC the other person when sending the save on, like I did with the first turn. If you see that the turn has been sent to Seven, then that means I've played it. tongue I don't mind you playing these turns if I'm not online or at work or whatever, you could always check with me in chat if you want though. I'd prefer to agree on scout moves beforehand but it's not a big deal.

Wait, what? Not a big deal?!

You're either lying or someone has kidnapped Noble and replaced him with a slightly inferior, more socialized Noble-bot. Someone get a medic to Noble's house, STAT.

wink
I've got some dirt on my shoulder, can you brush it off for me?
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There may be a third possibility that you haven't considered Gaspar. wink
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Turn 2

[Image: t2-overview.JPG]

Absolutely nothing in the north. Not sure how to scout next - do we loop back below the water and explore the area west of the pig? Or explore north of the water? Or double back southeast? Or go deep...

[Image: t2-demos.JPG]

yuris has...still...not settled. Is yuris playing or is Krill playing? You know Krill, if you wander for 3 turns and then have a 12 turn worker, it's still a 15 turn worker right? Looks like Seven settled on a PH.
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Turn 3

I decided to bite the bullet and send the scout to the area west of the pig. This means we'll suffer three turns without any new tiles revealed by the scout. In retrospect on turn 1 I should have settled the city before moving the scout, which would have caused me to see the crab and hamlet in the south. At that point I'd likely have made the decision to move the scout southeast and then loop around clockwise.







yuris either has a defective settler or is hunting for a forested deer or ivory to get 8 hpt on his worker. But he's already thrown away four turns of tech...
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Shouldn't the border pop from the cap show us most of the area? At least the important parts (=if a city sharing the pig makes sense [what I still doubt due to lack of other good tiles for the cap]). And we'll have a warrior as well to scout the last 2-3 tiles necessary before the settler finishes. Without Barbs and with scout-starts I think we could send him into the dark by his own if necessary.

I'd rather send him SE. Seems the only place we'll not get vision on anytime soon that could potentially hold resources. Though in all honesty we probably are out of luck and need Fishing. That start is really the worst in a long time when it comes to tech-choices.
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Could be worse. You could have a bunch of lakes ruining all of your worker movements. tongue
I've got some dirt on my shoulder, can you brush it off for me?
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All right, I'm fine with sending him SE. The border pop will show a significant number of tiles in the west, yes, but not what's on the other side of the plains hill that we'd settle on, which is important since there might be good stuff there like a luxury or another food.
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For the record, there's like a 95% chance I'm going to go global because I have to find out wtf Yuri is doing. I'm trying to resist, though.
I've got some dirt on my shoulder, can you brush it off for me?
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Krill is just leading him on a merry chase.

Played turn in a hurry, moved scout SE. yuris is going to be eliminated soon if he doesn't settle.
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I'm home now Noble. I'm going to eat something but I'll be available from tomorrow till Thursday (Friday I have to work again).
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