ruff_hi
Live 4ever! Or die trying
I am going to play until we build the settler - give us all a little more of a chance to think about where to settle. I must say that I am in favour of 1 NE of the copper.
Pre-flight, thinks look good so I change nothing. I wonder where that barb is heading. I move the forested warrior onto the hill to have a chance to attack the barb if he moves onto the mine. The barb moves right onto the Gems mind - warrior is 80% chance of winning (1 in 5 of dying) so I promote him to Combat II (now 90% - still 1 in 10). He attacks and wins but down to 50HPs - 4 turns to heal. A new barb 3 tiles to the W appears. Worker - for lack of anything better to do, starts a road. Two more barbs come from the Sth. I move our healthy warrior out onto the hill to try and attract their attention. Magnet Warrior does come under attack from both Barbs with only 1 hit suffered - fully healed after attack. The other barb moves onto the gold mine - 72% chance of success if we attack - he can pillage if he wants to because that is a 30% chance of losing a unit. He doesn't pillage - attacks Magnet and dies. More Barbs appear. I could chop the settler (4 turns to chop) but the settler will finish by then - I should have chopped earlier, instead of that road.
<break point>
We have a settler, we have also just finished hunting and have a bit of over-flow beakers into archery. We have 177 gold and are at +1 @ 60% / -1 @ 70%. If we dial it all the way to 100%, we get archery in 3 and still have enough gold to upgrade 1 warrior to an axe. If we get archery, does that mean so do the Barbs - I think the answer is YES. I have promoted two warriors with Woodsman I and picked out some nice hills for them to stand on - not sent yet.
Pre-flight, thinks look good so I change nothing. I wonder where that barb is heading. I move the forested warrior onto the hill to have a chance to attack the barb if he moves onto the mine. The barb moves right onto the Gems mind - warrior is 80% chance of winning (1 in 5 of dying) so I promote him to Combat II (now 90% - still 1 in 10). He attacks and wins but down to 50HPs - 4 turns to heal. A new barb 3 tiles to the W appears. Worker - for lack of anything better to do, starts a road. Two more barbs come from the Sth. I move our healthy warrior out onto the hill to try and attract their attention. Magnet Warrior does come under attack from both Barbs with only 1 hit suffered - fully healed after attack. The other barb moves onto the gold mine - 72% chance of success if we attack - he can pillage if he wants to because that is a 30% chance of losing a unit. He doesn't pillage - attacks Magnet and dies. More Barbs appear. I could chop the settler (4 turns to chop) but the settler will finish by then - I should have chopped earlier, instead of that road.
<break point>
We have a settler, we have also just finished hunting and have a bit of over-flow beakers into archery. We have 177 gold and are at +1 @ 60% / -1 @ 70%. If we dial it all the way to 100%, we get archery in 3 and still have enough gold to upgrade 1 warrior to an axe. If we get archery, does that mean so do the Barbs - I think the answer is YES. I have promoted two warriors with Woodsman I and picked out some nice hills for them to stand on - not sent yet.
