SGOTM 13 - T'dr'duzk b'hazg t't

and I really don't like settling the eastern grassland, it means we cannot settle to get the pigs/fish.

:crazyeye:. Duh! Don't know what I was thinking
 
:lol:
 
Can I suggest that the next person, Trystero I believe, play out the next 10 turns first, until the settler is produced.

This will allow maximum possible time to explore, who knows what else we might uncover.

Then we can make some solid plans on where to settle, and what to build.

OK - will do! I just got home, so I will need to look things over and get myself up to speed first.

From a rough calculation looking at the screenshot, the galley can reach the southern mine tile in Paris in 3 turns, meaning I can move away from the home island for 1 or 2 more turns (1 if we want to move the turn the settler is finished, which we probably do...). I am considering scouting at the S/SW with that movement.

Are we really not going to rename the capital? What is this place Paris? I can find it on any Discworld map. ;)
 
Sorry about 'Paris', I simply forgot. We should rename it.

I think you can go around both of the islands SW & W of our starting position and be back next to the GH mine in 10 turns. This is probably what I would do. Don't go too far from Paris A-M

It enables us to explore nearly all of the city sites available, and will show us if there are any other resources within distance of the clam.
 
Wait, I know it's the capital, but do we really want Ankh-Morpork the glorious be a tiny city on a breadcrumb of an island ? Where is the cabbage ? I reckon we should save A-M for a better suited city.
 
I'm not familiar enough with the Discworld to know if there is an "Elba-like" setting. Maybe Krull?

I won't have time to look much at the save tonight, but this is my official "got it".
 
For scouting, I'd go W of the current boat location. Better to find out more about the close in islands, than go farther but have to cut off scouting sooner due to longer travel time home.
 
For scouting, I'd go W of the current boat location. Better to find out more about the close in islands, than go farther but have to cut off scouting sooner due to longer travel time home.

Hear hear!
 
I like the western grassland better for city #2. Can borrow the mine from Paris while it runs specialists.
 
Agree on Western scouting, and I have an idea for the city name, the Brown Islands, a Discworld parody on the South Sea Islands.

Sorry for the lack of input the last few weeks, am suffering from a cold, and am now only intelligent enough to think straight.
 
Right for that, you must now do 100 laps of the fora, with a 50lb weight on your back. Hut, hut, hut!
 
FYI - I will be playing in a couple of hours. Sorry, I know everyone is anxious to see the map and get on with it, but I don't really want to play, even easy turns, unless I can devote my full attention to the game.

Re: capital naming. I am OK with the Brown Islands, but it doesn't sound very... exotic. After some thought, I began to like Krull more, since Rincewind and Twoflower were trying to escape from there, and we could name the galley The Potent Voyager. But, I will defer to our leader's wishes. :bowdown:

Edit: Or maybe since we are dwarfs, something dwarfish, like Bonk? (Yes, I am bored at work. Why do you ask?)
 
I think I like Krull as well.

No rush, I would prefer to wait than have you rush it.
 
I'll have the images of this 80's heroic fantasy flick in my head, but why not, let's go Krull.
I'm going to bed, and hope I can see some more maps tomorrow morning !
 
Hut, hut, hut....... 99 to go.

Bonk, now thats a good name for the cap.
 
Or how about Leshp, it is an island of similar distance to mainland as Elba, and also was involved with war.
 
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