No worries harry! Was our lunch eaten?
[Spoilers] Fintourist and Old Harry have nothing to see here
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Turn 26
Lunch survives! Just. (Although the fight was 66% in our favour so I never had any doubts ) That panther is still there though , so I think Lunch needs to keep moving - I moved to a jungle hill, do you want him to heal in place (for ten turns), just uncover as many useful tiles as possible (so N-NW next rather than the crappy jungle to our south?) or run back to our culture to heal in peace? This turn the work boat completes, next turn we work the unimproved fish to learn Bronze working sooner. Demos
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Remember to use WB for our western fish!
Re scout, i'm not sure! Healing 10 turns and then walking it next to a barb warrior seems pretty dull so I guess we should keep running away from panther until we die or find a better healing place..
Turn 27
Lunch will uncover the last useful tile here next turn, then could carry on back to our culture to heal a bit (then we could stick him on a galley to go pop island huts or save him to be a super medic at some point in the future) or he could kamikaze to the NE or SE... I'm inclined to the former, although I don't know when we're going to research sailing... WB in place. It looks like the animals are taking a great deal of interest in us right now - this could make the worker micro for the second city harder - I did have it already linked with a road on settling, but if that Lion hangs around that could be more tricky. Demos
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Bored at work so here's a bit more info about our friendly neighbour dtay:
- He settled with either 6 or 7 land tiles in the immediate 9 - After his borders popped he has either 17 or 18 land tiles in the 21 tiles of his BFC. Or he has 12 land tiles and had a population increase t25. We'll know next time his pop goes up or down - if a pop increase puts his score up by 2 points he has 17 or 18 land tiles, if his score goes up by 1 point he has 12 land tiles - He has Hunting, Mining, BW, Wheel and one of (Agri/Fish/Myst) tl/dr version: Nothing interesting
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (August 12th, 2013, 08:12)Old Harry Wrote: tl/dr version: Nothing interestingWell, at least I feel more secure when I see you paying attention to what's happening around. With my current commitment I would not notice from demos even if every one of our opponents would pop 20 modern armors from a hut. That's possible in RBMod, right? (August 12th, 2013, 10:17)Merovech Wrote: You could use the scout to prevent barb spawns. Yeah, that's what our scout still kind of does (although there is no risk of barbs entering our borders yet anyways). But I guess you mean in the future? That's of course a nice option Hmm Harry, regarding that scout: We won't get sailing+galley for a good while so there is no real need for having that scout close to capital for that reason. And moving 5 turns into our borders, healing and coming back is not really faster than healing 10 turns in place. Of course, that might be the most probable way of keeping that guy alive, but I guess we could still consider other alternatives. Here are the short-term options that I can come up with fast: 1. Move the scout back to capital and wait for a galley 2. Move the scout back to capital and use him for providing extra vision when settling the second city 3. Heal in place and then continue exploring 4. Heal in place, fog-bust barbs and then return to capital in time for a galley Btw, I'm slightly afraid that we get eaten by a bear next turn if/when we move W.. But there must be a hut so.. (August 12th, 2013, 13:37)Fintourist Wrote: Well, at least I feel more secure when I see you paying attention to what's happening around. With my current commitment I would not notice from demos even if every one of our opponents would pop 20 modern armors from a hut. That's possible in RBMod, right? Plako did that on t1 I think? (August 12th, 2013, 13:37)Fintourist Wrote:(August 12th, 2013, 10:17)Merovech Wrote: You could use the scout to prevent barb spawns. I like this idea Mero, is it a 7x7 square he spawn busts? If so we could move W and leave him there to get decent coverage. (August 12th, 2013, 13:37)Fintourist Wrote: Hmm Harry, regarding that scout: We won't get sailing+galley for a good while so there is no real need for having that scout close to capital for that reason. And moving 5 turns into our borders, healing and coming back is not really faster than healing 10 turns in place. Of course, that might be the most probable way of keeping that guy alive, but I guess we could still consider other alternatives. Sailing is after turn 50 certainly, where do you think it would fit into our tech plans? I'd like us to go for a religion, but we're a long way from Judaism and Maths and currency might be more useful to us. We have got a lot of money in the bank though, so we could put off economic techs I suppose. I like your option four best, although yes that bear must be somewhere around here...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld |