View Full Version : Turn 23


DaveShack
Aug 27, 2005, 02:45 PM
Got it, opening now...

Worker starts on road. Settler moves into Shelbyville on the way to some location yet undetermined. The curragh does look to have found an island off the west coast, with furs. :D

We need to decide ASAP where the next city will go. To get the furs we should take Map Making so we can have a galley and harbor. We also need to decide whether to send the galley around the presumed island to the S, island to the N, or back to the continent and continue N.

killercane
Aug 27, 2005, 03:42 PM
I think we need to go on and explore fur land, if theres someone to our north we'll find them soon anyway (or vice versa).

I really hate building settlers without a granary, after this settler can we please build an mp and then the granary? I really like the next settler in a coastal location with mapmaking coming up in 15 turns or so.

If someone else is on fur island, we could really cause some havoc with a galley and two warriors sneaking around their (probably) underdefended cities at no risk to us. I would really like to see the look on their face if we dropped one by an undefended capital or core city.

magnusmarcus
Aug 28, 2005, 06:45 AM
Lets explore the "island" by going south west. If its a huge cove we can figure that out later....

As for building a settler at our capital... we can change it. Perhaps a grannary is called for