pocketbeetle Wrote:Turn 3 Great Merchant?
Wow, congratulations.
"Sometimes it's better to be lucky than good"
Square Leg Wrote:Get in! although you are a braver man than I!
TBH though the decision to pop the lair wasn't that risky if you consider that it would have spawned countless lizardmen before we could have removed it causing us all sorts of problems. Leaving the unit on top would have just meant that he'd have been eaten by an animal and then the lizards would have come anyway.
That was my thinking. If I pop something good then I get an advantage plus there's no worries about lizards trekking across the desert to annoy my workers. If it's something bad, I either loose my exploring Redshirt or he gets crippled by wither/plague/poison. In the event he gets crippled, I do have access to PoT for curing. The possible downsides seemed to be greatly out weighed by the upsides.
Parking the Redshirt on the ruins didn't seem like a good option. As you mentioned, he would likely just get eaten by an animal plus in the meantime I'd loose my explorer just a surely as if he were dead.
uberfish Wrote:It's a matter of time before someone gets Mistformed in one of these games for the lurkers' amusement
No offence, but I hope I disapoint the lurkers on this one. :neenernee
Amelia Wrote:I'm dearly hoping it does actually, it's one of the most hilarious things to happen in FFH.
Only when it's happening to someone else. (when it does, it is indeed freaking hillarious)
There are a couple of downsides to getting the GM:
Settling him is going to push my GNP way up which will increase the odds of an early rush/dogpile against me.
That plus now I have to re-sandbox my early growth/micro plan.
I can live with all that.