Start:

starting units will be changed to match what the setup thread agrees on. fog lies, etc
starting units will be changed to match what the setup thread agrees on. fog lies, etc
Is that character a variant? (I just love getting asked that in channel.) - Charis |
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[spoilers] Commoth rides again
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Thanks Greenline.
Scout 3-3 or 2-1. If we move the scout 2-1 and it doesn't see anything worthwhile, 2nd settler can move 3-3 to the PH and hope for food in the fog. Or punt and settle 6-6 of start to share the Sheep. Loses the PH plant but gives us WB for the Fish as a decent 2nd build after worker. Either SIP or 1 W. 2nd settler moves depending on what scout shows. T0 is revolt to Slavery so no loss on the settler move. Worker 1st either way. I see a lot of demand for early worker turns here so we'll want 3 on the board ASAP to get things rolling quickly.
fnord
Yeah, scout 3-3 and archer 1 will get us a LOT more info. SIP is very strong and even with the revolt it gives the worker time to start sheeping. Agree we need a LOT of worker turns here.
Monarchy first, imo. Need 6 riverside cottages all being worked ASAP by a big research cap.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. |