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The Quarterdeck - Turn Discussion Thread

Bigger Wrote:yes. why don't we?

It is getting fixed at the moment as far as I understand the tech thread and Commodore just forgot it in the map making
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Global lurker, I can confirm Commadore forgot and the fix is in work
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I've come over to thinking we should settle on the plains hill. A faster snowball seems prudent. We can always move our capital to another location that has better commerce potential later on. As for where we settle our second city, we go for the grassland deer. I'm going to go ahead and redo our quechua/scout moves and settle the capital before I head to bed in about six hours. If anyone feels strongly that we should settle elsewhere in the meantime, post.
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I posted this in the C&D thread but this thread is probably more relevant for turn players and anyone who logs in:

WarriorKnight Wrote:Request to anyone who logs in:

Could everyone who logs in grab a pic of the demographics? It isn't necessary to post it unless civstats shows your the only one who logged in between important events, but C&D relies a lot on guesswork. Any hard info from the demographics screen is much appreciated.
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Lurker comment: Sorry to crash your thread, but according to the tech thread Team Pirate has been holding the game up for 14 hours now, on a turn that should take about 2 minutes to play. The team has a dozen people on it, most of whom should be technically capable of making the moves. What's the problem? Where's the communication? Seriously, if the early turns take days to cycle, the game will die of boredom.
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Okay timski, you can join the pirates if you want in so bad
Suffer Game Sicko
Dodo Tier Player
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[Image: rbdg1-turn001.jpg]

Scouting moves!

[strike]Warrior[/strike] Quechua: SW, NW, or NE? I think NW. But I also think we need to keep the Quechua somewhat close since we're going to be doing a quick settler (or 2)
Scout: best moves seem to be N-NE or SE-SE. Do we try to unfog as many nearby tiles as possible or bee-line for an opponent? I like unfogging the area, so N-NE for me.

Let's try to get some opinions and have the turn played within 6 hours. Don't want to be scolded again, do we pirates?
Suffer Game Sicko
Dodo Tier Player
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Agree about keeping quecha close. Just in case. Also agree with moving scout onto the hill tile N, NE.
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.
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why move Quecha NW? there appears to be a little peninsula dead-end. If this is wrong we'll know for sure when our borders pop. seems like NE-NE would have more potential. and if we're doing that SW-SW seems like a better move for the scout. (the quecha can hit the PH you are talking about for the scout, since he wants to stay close to the HQ)
Please don't go. The drones need you. They look up to you.
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