Office of Exploration

I'd rather just play it safe and keep W4 at home personally; look how close we are to a woodsman2 warrior, if another team has one we could lose CK without ever being able to do something about it. We don;t have that problem in the capital due to the culture and being capable of 8 hammers per turns
 
i suppose but sim it out. by the tiem the warrior is out of the cultural boundaries, given the dynamics of the map and opposing unit would be seen. (and build changed)

after the granary (aided by the chop) we build an axeman for MP and we are safe.
 
Wild amber will pop borders in 2 turns I think. And we will be producing a bunch of hammers there very soon also. We could build another warrior straight away also.

EDIT: X posted....
 
Thinking about it, you're right, we would be able to get out a quick warrior if required. I'm just a little hesitent to do that considering that sending away that warrior forces us to build an axe very soon though. With us looking towards the oracle (looks best to do this in our capital manually or to chop it in CK IMO), we'll either need lots of worker attention at the capital preping it asap to the detriment of CK and the third city, or get a worker out of CK.
 
i can get it in either the capital (not prefered as then we get no 4th city)
or in CK with 3 chops.

This can be done before turn 63.

The capital is also at size 6 by then and our 4th settler is built and on his way to the productive site, settler #5 is underway to go to the gems site.

BTW i suggest we grab MC with the oracle as then it lets the capital and KC build forges right away (and get the :) from the gems as soon as they are online)
 
In what thread are we discussing worker actions?
 
DoI is intended for general strategy and discussion, the wargaming thread I think is best kept for MM (if people want it renamed then sugest a decent name and get Whomp to change it)

(all that were my intentions from those threads as the thread creator, if the team wants them done differently then fine, so long as wwe don;t scare people away with fancy MM)
 
Viva Chingon said:
It looks like Barentz has nowhere to go to the south (all coastal, by the looks of things) -- I think we should move him NE(9) to see if we're on the western edge of the landmass...which I'd wager to be the case.

I think Houtman should take the most expeditious path to the fog while Stuyvesant should probably start heading to the S/W when he gets to the bottom of the mountain range (tile tagged 'versatile city').

Once Houtman arrives at the the tile where Stuyvesant is then we should decide which direction we need him to explore (I would think S/E ATM).

Barentz should heal, IMO.

After fully healed, SE-NE to uncover the coast, and unless something exceptional appears, NW-NE the following turn.

EDIT: Is the Warrior to the south of Copper Kettle fogbusting?
 
After healing of course...but I guess I took that idea for granted. I can see the reasoning in the SE>NE logic. I agree...we might find some food out there. :)
 
Barentz: Heal, then SE
Houtman: He could patrol SE NE every turn to check if there's an animal on the unfogbusted tile, but I don't know if that'd be useful.
Unnamed/Stuyvesant: SW, check if there's a gap in the mountains.
 
I doubt I'll have to play the next turn, so:

W1: Heal, then SE>NE
W2: Fortify?
W3: SE, uncover those last two FoW tiles.
W4: Either S or SE.
 
Can't barbs only be created in tiles covered by FoW? If that's true then keeping the warrior where it is leaves 1 unseen tile that can create barbs, where as moving will leave more than one tile unseen on a few occasions. (Although as you psted that I'm reckoning I'm wrong on the barb creation bit...)
 
Back
Top Bottom