November 29th, 2012, 06:50
Posts: 3,916
Threads: 14
Joined: Feb 2011
3, 1 defogs less barb territory at first, but the hill 2S of the axe gives all that and more. The only downside is we have less flexibility to scout to the northwest, but I think that's a safe trade-off considering I think this axe should scout the south around the cows/wheat.
Note that this path delays scouting the stone/wheat/horse city. What's the ETA for another scouting unit to cover that dimension?
November 29th, 2012, 11:05
Posts: 5,455
Threads: 18
Joined: Jul 2011
I survived Boldly, Barely! Now, to Go Nowhere for eternity. Sullla, bring me home.
Let's move the axe to the southern hill by going SW. I'd rather not take any chances with the barbs approaching our beautiful FP cottage city. Less overall tile exploration, but better safe than sorry I think.
November 29th, 2012, 14:24
Posts: 6,664
Threads: 246
Joined: Aug 2004
Gourmet Menu is fine. There will be an axe inside the city next turn. This shouldn't affect our scouting decisions at all.
One other thing I forgot to mention: any suggestions on what to build in Gourmet Menu? It just completed a chopped granary. I have it on library but that could easily be swapped to something else. Thoughts?
November 29th, 2012, 14:52
Posts: 2,569
Threads: 53
Joined: Jan 2006
Another axe. Once done it could scout south-east or guard a settler.
mh
November 29th, 2012, 14:58
Posts: 4,090
Threads: 28
Joined: Jul 2008
(November 29th, 2012, 14:52)mostly_harmless Wrote: Another axe. Once done it could scout south-east or guard a settler.
This will be only to grow on, and would have to be completed by a whip. I think it's better to grow on a library, and whip overflow from an axe once GM reaches size 4.
Furthermore, I consider that forum views should be fluid in width
November 29th, 2012, 15:03
Posts: 13,214
Threads: 25
Joined: Oct 2010
Yes, grow on library in GM.
November 29th, 2012, 21:22
Posts: 6,664
Threads: 246
Joined: Aug 2004
I moved the heavily damaged warrior in Tree Huggers back towards the capital and ended turn. There are a couple of micro plans in the simulations thread if anyone wants something to do while waiting for the next turn.
December 1st, 2012, 00:17
Posts: 6,664
Threads: 246
Joined: Aug 2004
As soon as the German team was the only one left to play their turn, the timer jumped from one hour remaining to fifteen hours remaining.
We have to get this issue addressed. The 44 hours turns are killer enough, but the mod is now adding another 12-16 hours on top of that due to the war. I don't care who does it, can we please nominate our CivFanatics spokesperson and get this issue fixed? These turns are ridiculously long, and it's killing interest in the game for absolutely no reason.
December 1st, 2012, 01:27
Posts: 13,214
Threads: 25
Joined: Oct 2010
Well, we should just refuse to end turn next turn and see whether the timer extends again or not.
December 1st, 2012, 02:49
Posts: 2,534
Threads: 22
Joined: Jan 2012
The Germans get a full turn timer (48 hours) from the time that WPC end turn. So, if neither WPC or the Germans ended their turn, we'd have 96 hours every turn.
|