Ah, you see this as our only chance to go north of comm. I think with boats in the water we will have pleanty of opportunities. But you thinks its most likely we find contact north of comm and i think north of us (actually i doubt either lead anywhere) so go for whichever tbh. Odds are we find nothing on both ends, i just think its better odds north of us.
[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine
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(November 12th, 2012, 10:24)pindicator Wrote: Ah, you see this as our only chance to go north of comm. I think with boats in the water we will have pleanty of opportunities. But you thinks its most likely we find contact north of comm and i think north of us (actually i doubt either lead anywhere) so go for whichever tbh. Odds are we find nothing on both ends, i just think its better odds north of us. I actually think the odds are extremely high that we will find contacts north of at least one of us. This is because of my belief that we must be attached to the main continent. Now I have no idea if there will be people north of both of us or just one, but this is also the quickest way to find out.
Btw, the move I'm proposing is NE-NE. We're on the desert hill 2E of the scout now:
NE-NE would put us on a defensive tile with good visibility. Then go from there. Still almost 14 hours on the clock, but we're one of only 2 teams left to play, so I don't want to hold people up TOO much over a scout move, especially since I sorta half-complained about that upthread .
Ok, done. If we seriously end up finding we're on a 2 person island despite the presence of an inland saltwater sea, I'm going to have a huuuuge plate of crow with a side of crow fries to eat .
Nothing new revealed, just showing where our scout is now. Demos show one thing that is a tiny bit interesting I guess: Nobody has an all-land BFC. At least one person has 20 tiles of land, but nobody is 100% land-locked. I think we had 3 landlocked people last game - I know Krill and Brick were landlocked, and I think Cyneheard too? So things are a little more water-y this time around. Of course somebody could be landlocked with a lake, but don't stop me from making pointless conclusions, there's nothing better to do.
Uh dude...that was not NE-NE. That was N-NE. NE-NE was a better move because we had already seen everything that the current tile can see.
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Turn rolled, so I popped in to play again. Moved the scout:
That looks more promising. The land just east of here is obviously coast as you can see now from the outline. North looks like it's widening out a bit. At the very least, we will see if Commodore turns around because surely there's enough tiles up there that he hasn't made it back yet. So that'll help us too.
Oh - on the Commodore scout race. Commodore poked me on chat to clear that up. Didn't say anything game-specific obviously because CTON, but he asked if we were always hitting enter right after playing the turn. I said usually, but we've had a few exceptions. Anyways, he saw on that turn before the hut pop that we ended turn after him (despite moving the scout before him), and just jumped in without thinking. What happened was Pin played, took the screenshot, and left the game. I popped in a few hours later to end turn after Commodore had moved. Then after looking at the screenshots, he realized we had moved first despite ending turn after him, so we should have played first.
So the almost-double move was not intentional, and we just concluded no harm, no foul. Just an FYI. So that's good. |