T22
Here's the turnplaying mistake I mentioned before. Damn. This is going to delay the settler by a turn. Self-inflicted wounds continue.
Despite our scout dying, we still need to explore a bit, particularly close to home for dotmap purposes. I think we have a few turns to range around before barbs start appearing and/or entering culture. The good news, though, is that we have bronze in a convenient location. We won't be able to build a bunch of cheap warriors for spawnbust/mp duty but we will get a good yield tile online early and get a bonus 1c every turn from the river. I like this.
T24
Well that's just great. If we lose our warrior too then we're going to fall terribly behind. I have known for many turns (since around t18) that we had a second bear spawn so this was always a possibility but it is pretty bad luck to have two bears spawn. I would love if we could reduce bear strength down to 2 so the early game isn't completely decided by RNG animal spawns. What is the logic for a bear killing a contingent of supposed "warriors" anyway, considering that the unit strength is 1000 warriors? Tell me 1000 people couldn't kill a bear with a thousand wooden clubs. Come on.
T25
Glorious. We survive. But scouting is going to be out of the question because by the time this guy heals and can get close to the second city we are too close to barbs entering borders for any meaningful scouting to occur. I hate the randomness of early game barbs. I'm doing a good enough job of killing us by turnplay mistakes without adding fucking bears mauling our units on top. And, the cherry on top, now this bear isn't spawnbusting barbs for us. I guess I should have just left the warrior sitting at home.
T26
No screenshots taken. Workers chopping, warrior healing.
Here's the turnplaying mistake I mentioned before. Damn. This is going to delay the settler by a turn. Self-inflicted wounds continue.
Despite our scout dying, we still need to explore a bit, particularly close to home for dotmap purposes. I think we have a few turns to range around before barbs start appearing and/or entering culture. The good news, though, is that we have bronze in a convenient location. We won't be able to build a bunch of cheap warriors for spawnbust/mp duty but we will get a good yield tile online early and get a bonus 1c every turn from the river. I like this.
T24
Well that's just great. If we lose our warrior too then we're going to fall terribly behind. I have known for many turns (since around t18) that we had a second bear spawn so this was always a possibility but it is pretty bad luck to have two bears spawn. I would love if we could reduce bear strength down to 2 so the early game isn't completely decided by RNG animal spawns. What is the logic for a bear killing a contingent of supposed "warriors" anyway, considering that the unit strength is 1000 warriors? Tell me 1000 people couldn't kill a bear with a thousand wooden clubs. Come on.
T25
Glorious. We survive. But scouting is going to be out of the question because by the time this guy heals and can get close to the second city we are too close to barbs entering borders for any meaningful scouting to occur. I hate the randomness of early game barbs. I'm doing a good enough job of killing us by turnplay mistakes without adding fucking bears mauling our units on top. And, the cherry on top, now this bear isn't spawnbusting barbs for us. I guess I should have just left the warrior sitting at home.
T26
No screenshots taken. Workers chopping, warrior healing.