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The Big P: Friendship is Magic! Ragnar of France, it is now...SHOWTIME! (Kuro)

pindicator Wrote:Does this mean we're building the Great Lighthouse in the second city? :neenernee

Well it IS coastal.

But ofc this is a Medieval start.

So alas, the TGL gambit must wait for another game.
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So, moved the Archer-scouts as mentioned(1S and 1N-Right)

[Image: HowAboutHere0000.jpg]

As expected, a source of horse or bronze was found, along with a food resource, albeit a weak Plains Cow for food. I say settle where the Archer is: Farm the grassland, Pasture the Cows and Horse, Windmill the grassland hills and you have a very nice city(3 + 3 + 1 + 1 + 4 + 4 = 14 hpt, 16 hpt post-Rep Parts, 17 if it takes the grassland hill from Canterlot, with a Forge that's good to pump out 3T~ Musketeers until the end of time. Or 2T HAs. Ecetera. While also getting some minor commerce!). Assuming nothing in the fog changes.

[Image: AlsoHere0000.jpg]

One to the right of the Archer here could also make a good city later on, 3rd/4th maybe?
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The archer spot seems fine to me, still makes 2S of pigs work as a later city too
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The horses + plains cow site is very weak for a city. Don't think about post-Rep Parts, because that's way off in the distance. A city where the archer is standing won't be able to work over half of its tiles. I'd just settle 2S of the pigs and write this off as 5 turns or whatever lost due to a mistake.
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Bobchillingworth Wrote:The horses + plains cow site is very weak for a city. Don't think about post-Rep Parts, because that's way off in the distance. A city where the archer is standing won't be able to work over half of its tiles. I'd just settle 2S of the pigs and write this off as 5 turns or whatever lost due to a mistake.

5 turns? 1/2 a turn, thank you. 1 1/2 if you want to stretch it and say we shouldn't of scouted at all.
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Settling on the spot where the archer is would be a very poor 2nd city.

I advise settling near the grass pigs - either 3E of the capital or 2S of the pigs as they will at least grow like weeds and make some use of financial.

Only other spot I can think of is maybe the desert hill SE of the settler right now, with the floodplains and grassland to add a bit more food to the cows - but tbh it would need something nice in the fog to justify it and I think we've already wasted enough time gallivanting into the fog in hope.
"You want to take my city of Troll%ng? Go ahead and try."
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I'll just log in and 2S of the Pigs.
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And done. Should the Archers keep scouting or return home? I figure they can scout for 1-2 turns before moving home.
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Yeah, they can keep scouting. I'd run the southern archer W by S a few turns and then have him circle around the coastline until he makes it back to the pigs city. Maybe the northern one can loop around that lake he's discovered, heading W then S and then back to our uber-capital. Where's the scout in all this? In the NE, right? I can see two general routes for him:
1) Mapping out the land between the three civs
2) Circle around the north and then search for our neighbor to the west
Suffer Game Sicko
Dodo Tier Player
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Kuro - I think it is your turn and based on civstats I think you're only one not logged in this turn.
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