Turn 12
I didn't bother taking a picture, nothing really changed on my end. Continued to move my warrior back north, continued to work on the settler. Next turn will be more eventful as I get policy cards and sailing done.
I am fine with the suggestion of exploring in groups. I think that my warrior will initially want to be by my second city. Barb galleys won't attack my capital but they will attack there. I might be better off adding in a second warrior somewhere which I want for exploration anyways. This is another reason to get RND down I guess, they provide both an economic advantage, and some defensive advantage by spawning a ship. How does taking out the city state feature into this timeline? If thrawn shows up that early, any chance he might try to capture it?
I didn't bother taking a picture, nothing really changed on my end. Continued to move my warrior back north, continued to work on the settler. Next turn will be more eventful as I get policy cards and sailing done.
Quote:A couple of things about that barb camp. First, if the 7-tile run is in play, there is a city state within 7 tiles of that camp. Based on the CS south-west of your island, my best guess is south of it. My first galley out of my capital will swing south around my island and look. Second, we have to be careful exploring the map with galleys. Barb galleys are no joke, can come out of nowhere, and can kill a lone galley. If your galley survives, you are bound to have another barb galley come out of the fog and kill him. Best to explore in pairs. If the map is set up like I think it is (biggish starting islands surrounded by a bunch of little islands and some larger islands to fight over), we could be in for a bunch of coastal barb camps and lots of barb galleys, and eventually quadriremes. Probably best to have our initial galleys explore our immediate area and then get a small groups (2 or 3 ships; at least 1 group going in each direction) to explore the larger map.
We are also going to want to keep some ships home, in case Thrawn shows up. His best play is a game of harassments and looking for opportunities to steal something. An unguarded city can be capture with 3 or 4 galley attacks, so we will want some guards eventually. I figure if he completes Sailing next turn and then starts building longboats, his first one will take 7 or 8 turns, so T19 or T20. Then, I figure 10 turns to find somebody. So, if that somebody is us, we can expect seeing his boat around T30. This should be around the time I start kicking out galleys but I think it might be safe to have your warrior near your capital, just in case.
I am fine with the suggestion of exploring in groups. I think that my warrior will initially want to be by my second city. Barb galleys won't attack my capital but they will attack there. I might be better off adding in a second warrior somewhere which I want for exploration anyways. This is another reason to get RND down I guess, they provide both an economic advantage, and some defensive advantage by spawning a ship. How does taking out the city state feature into this timeline? If thrawn shows up that early, any chance he might try to capture it?