November 21st, 2012, 21:11
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Logging in...
Commodore's scout is nowhere to be seen. Either he moved north or he's moved twice. Scooter, had commodore played at the time you last updated?
As for moving the scout home, there are some plusses: we do want to flesh out some of the fogged area NE of the Great Salt Lake. We also could fully scout our coast. Right now it looks like it will take 11 turns to get from the scout's current location to the desert hill just north of the Great Salt Lake. Another 4 turns if we beeline home, but likely from there we'll scout out the fogged areas that the map didn't uncover for us.
Or do we continue north?
November 21st, 2012, 21:21
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(November 21st, 2012, 21:11)pindicator Wrote: Logging in...
Commodore's scout is nowhere to be seen. Either he moved north or he's moved twice. Scooter, had commodore played at the time you last updated?
As for moving the scout home, there are some plusses: we do want to flesh out some of the fogged area NE of the Great Salt Lake. We also could fully scout our coast. Right now it looks like it will take 11 turns to get from the scout's current location to the desert hill just north of the Great Salt Lake. Another 4 turns if we beeline home, but likely from there we'll scout out the fogged areas that the map didn't uncover for us.
Or do we continue north?
Continue north: let's see the end of the world first. If it's close, we only lose a few turns, and knowing how much land is out there is good.
November 21st, 2012, 22:40
(This post was last modified: June 15th, 2023, 11:17 by pindicator.)
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Turn 29
Looks like we can continue north another turn at least.
Worker began chopping. I'm going to double check that I'm on track with the gameplan.
November 22nd, 2012, 00:16
(This post was last modified: June 15th, 2023, 11:21 by pindicator.)
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Turn rolled shortly after I played 29, so I jumped in for 30 as well:
Land's end:
You can see shore through the fog. And that is another island north of the narrow straight. (Yes, I changed the perspective. North is to the bottom-right.)
A scouting boat would be super at some point. As soon as we can spare the hammers for one.
November 22nd, 2012, 00:51
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Now we'll be eternally confused because north is bottom-right!
November 24th, 2012, 16:51
(This post was last modified: June 15th, 2023, 11:25 by pindicator.)
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Don't have much time, but I was able to log in and do a photo dump for the end of turn 32 / beginning of turn 33.
We still have a worker and a warrior unmoved for turn 33.
Capital arrangements at size 4. Do we revolt and whip that settler to completion? Would it save turns?
Worker is set to chop per scooter's plan:
Scout can come hom via the rice for a quicker return
Commodore get Wheel last turn?
Demos
November 25th, 2012, 14:14
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I'll try to get on before the turn ends but i'm gonna ask for a pause just in case i can't make it. Feel free to have anybody finish up if they can
November 25th, 2012, 14:59
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(November 25th, 2012, 14:14)pindicator Wrote: I'll try to get on before the turn ends but i'm gonna ask for a pause just in case i can't make it. Feel free to have anybody finish up if they can
What all do we need to decide for this turn? Chop with the worker, I assume? And where should we move the warrior? If we take a chance and send the warrior exploring, then N or NE would be wise.
November 25th, 2012, 16:30
(This post was last modified: November 25th, 2012, 16:32 by pindicator.)
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Yeah, we should chop with the worker; i don't think there's a viable alternative there. What we should figure in the near term is the best way to finish the settler: do we revolt and slave out the settler or build it? If we revolt we should do it while the worker is chopping that forest... i think. Haven't figured anything, just thinking out loud.
Okay, quick napkin math...
Build settler manually, revolt to slavery while settler is in transit:
t33: size 4, 0/28f, settler 14/100. Chop
t34: size 4, 0/28f, settler 26/100. Chop 2
t35: size 4, 0/28f, settler 58/100. Chop fin
t36: size 4, 0/28f, settler 70/100. Worker w to forest
t37: size 4, 0/28f, settler 82/100. Chop
t38: size 4, 0/28f, settler 94/100. Chop 2
t39: size 4, 0/28f, settler 126/100. Chop fin
t40: size 4, revolt. Settler moves
t41: size 4, 8/28f. Wb 30/30
Revolt and whip settler:
t33: size 4, 0/28f, settler 14/100. Chop
t34: revolt to slavery. Chop 2
t35: size 4, 0/28f, settler 46/100. Chop fin
t36: size 4, 0/28f, settler 58/100. Worker w to forest
t37: size 4: 2 pop whip. settler 117/100. Worker chop
t38: size 2, 8/24f. Work boat 18/30. Chop 2. Settler moves
t39: size 2 16/24f. Work boat 39/30. Chop fin. Found city #2 which can work clams immediately 4/22f
t40: size 2 24/24f. City 2: 8/22f
Maybe we want to whip? Gets city #2 up 2 turns earlier and we can work the clam immediately in city 2
Edit: alternatively we can just whip away the unimproved tiles in the first version to get our 2nd worker out faster
November 25th, 2012, 18:30
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Prefer to whip the second worker I think.
I think we should go for religion after Wheel BTW. We should have a short-term GNP lead with FIN and the seafood.
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