I'm assuming we're doing as we've done in the past SGOTM's and moving the scout, saving the game, and posting a pic so we can further discuss?
I hope so. I should be available at night, like 21/22 CET (GMT+1) I guess. And then...as long as required

I'm assuming we're doing as we've done in the past SGOTM's and moving the scout, saving the game, and posting a pic so we can further discuss?


I'd need to get to bed at some point.![]()
I'm assuming we're doing as we've done in the past SGOTM's and moving the scout, saving the game, and posting a pic so we can further discuss?

post the save + screenie before proceeding.

sorry but why/where would you post a save ? Are we able to grab something somewhere even it is not our turn to play ?
I vote 'for' Scout E btw....
So I can download the save to look, but not do anything, now?
Maybe scout S just to check? I probably wouldn't though.
The scout still has 1 movepoint left.That would waste a turn as the scout has already moved this turn.
The scout still has 1 movepoint left.
I noticed my mistake when I opened the save. Er, whoops.
/t. Another option is to settle E-NE (or 1 N of the proposed spot). We'd lose the clams, but gain a grass hill and plains hill. The question is, what's north of that!I vote for settler 2E. We'll get fish + clams + spices + 2 FP in range of the capital. The spices and clams that we lose initially can be grabbed later, possibly with towns across the water. The capital would be a good commerce/food town, but low on shields. Not bad, and we probably have a good shields town up north.
For research, I suggest Fishing -> Wheel -> Pottery so that we can start cottaging the FP's.
For builds, warrior -> 2 workboats (at least). Btw, there seems to be another island in the SE.

Fishing is ok for me. I'll suggest BW fast (before wheel) for chopping/slavery. I am even wondering if BW first is not the best...
Warrior,WB,W,WB if we go the Fishing/BW, or Fishing/Wh/P. Warrior,W,WB,WB if BW/Fishing.