Is that character a variant? (I just love getting asked that in channel.) - Charis

Create an account  

 
Gillette Turn Discussion

[Image: t24_SCOUT.JPG]

I like N-NE next for the scout.
Reply

I also like N-NE

I will be away this evening, and won't be able to play before the clock expires - sorry
Reply

I moved in a litle diferent manner to get view in other tile of the red team, hope i dindt spoiled any diplo.
Reply

Any pics?
Reply

We seem to be up, and in fact have been up for about 21 hours now. Any thoughts on the moves for this turn?
Reply

OK, went ahead and played the turn. Hopefully didn't screw things up too much.

Our scout met a warrior from TEAM. Diplo group, time for more messages! smile

Interestingly, the contact screen indicates TEAM has met Menagerie but not Trolls. huh Yet their warrior is to the NE of the Troll's capital, and from what we have received in diplo TEAM should be on the other side of Trolls with Pirates on the other side of Menagerie. This seems...odd.

[Image: T026links0000.jpg]

Trolls and Menagerie have not met yet either. I did not adjust our EP -- it is currently all on Trolls (30 with 52 needed to see graphs). We have Menagerie's graphs. TEAM would need 30 to see theirs.

Back home, I am a bit confused by the signs for the worker micro plan.

[Image: T026working0000.jpg]

As indicated I moved the worker NW from the PHF and put one turn into a road (action now cancelled). But I am not sure I see the utility of building a road 1W of that tile -- it will not actually link to anything useful for a long time and is not needed to speed the settler to the designated site. Maybe just finish the current tile's road next turn, then move back to the FP to put one turn into a road (T28) and then cottage? The sign on the FP sort of indicates that, but it conflicts with the tile 1S of the cow.

Anyway, hope this was mostly correct. We did not get a chance to discuss moves since we did not have a screenshot from last turn, so I moved the scout SE-NE and found a lot of water.

[Image: T026scout0000.jpg]

For next move I think NW-NE (if we want to keep moving east) or NW-NW to the hill for more local visibility.
Reply

Thanks haphazard for playing the turn and taking the screenshots. I like NW-NW with our warrior next. Since we've hit the water, I bet we'll be going mostly north from here, not east.

I'm also a bit confused about our micro plan, and fear we're not being the most efficient we could be. This will become much more important when the second worker is out and we have a relatively distant second city we need to improve.
Reply

YossarianLives Wrote:Thanks haphazard for playing the turn and taking the screenshots. I like NW-NW with our warrior next. Since we've hit the water, I bet we'll be going mostly north from here, not east.

I assume you meant the scout? smile NW-NW works, but we may want to come back to the coast to make sure it is coast.

YossarianLives Wrote:I'm also a bit confused about our micro plan, and fear we're not being the most efficient we could be. This will become much more important when the second worker is out and we have a relatively distant second city we need to improve.

The current tile definitely needs a road, both to save a turn moving the settler to the site and to link to the northern river. But after that I am less sure. And we have the second worker nearing completion -- what will it do? A cottage on the FP seems the obvious first thing, but what then? We won't have Mining for some time yet, so some river grass cottages probably. And arrange to be in position to improve the second city as soon as it is founded.
Reply

Since we don't have construction yet, roads don't speed movement across rivers. So to speed movement onto the prospective city tile, we need a road there and also on the forest 1S of it. To speed movement onto THAT forest, we need a road 1SE of that one. This is the road we are about to build.

The reason it's valuable to complete it early is that it enables a worker on the FP tile (after it's done cottaging) to move directly onto the southern forest we have to road. Without that road, our workers can't get anywhere useful towards the second city without wasting a turn.
Reply

A road on the tile 1S of the cow will not be needed to speed up the settler reaching the new city site -- a road on the worker's current tile is all that is needed for that.

Spending two worker turns on the road 1S of the cow to save 1 worker turn later does not seem worth it to me, when the first worker could head back to the FP and speed up getting the cottage completed and providing extra commerce and growing. We will want to work the FP while building the settler, so having the cottage done a couple turns earlier is worth a worker turn later. At least in my view.
Reply



Forum Jump: