Tubby Rower
Chronic Slacker
<<The Save>>
The settler is in the spot that I think is best for the next city (WoodenForkington) but I didn't want to plant him unless the team thought that it was ok. (I screwed up the start on TR05 yesterday and didn't want to mess this one up too). I didn't know if we wanted to keep scouting to the north or not.
WSton is building an archer. The FP citizen can move to the forest to get some shields this turn (growth still happens next turn) and then the archer will be done in two turns. I'd start building settlers then.
The worker I thought should start choping the forest in hopes of a BG. If not, right now we have 5 shields @ 4pop and would have 6 @ 5pop. If it is a bg then we will have 6 @ 4 pop & 7 @ 5 pop. Still will only have 4fpt regardless. So 5 turns for 2 growth.
On the tech front we are down the Wheel to Alex and that's it so far. Writing due in 22 with citizen working the forest
Spoiler turnlog :
t0 - look around & press enter
IT good luck!!! the barb hit the warrior in the forest and no scout death!!
Alex gets the Wheel
t1 - mine done, start roading
pulling scout out of mountains
t2 - switch to lake just as instructed.
return warrior to WSton for MP duty
t3 - bump science to 100%
move worker to plains to irrigate & road
t4 - bump lux due to new growth
worker irrigate
keep new citizen working the forest due to no better place to put him , settler now due in 4 (timed with growth)
t5 - zz
t6 - zz
t7 - move forest citizen to lake. new (5) citizen should go to forest to get 6 shields to finish settler
t8 - WSton settler -> archer
worker starts road
sci back to 100%
move settler down the road to the FP
t9 - road done, move worker to forest for chop
move settler near mountain
moving scout to the north
t10 - not much. No troop movement (left for next playa).
IT good luck!!! the barb hit the warrior in the forest and no scout death!!
Alex gets the Wheel
t1 - mine done, start roading
pulling scout out of mountains
t2 - switch to lake just as instructed.
return warrior to WSton for MP duty
t3 - bump science to 100%
move worker to plains to irrigate & road
t4 - bump lux due to new growth
worker irrigate
keep new citizen working the forest due to no better place to put him , settler now due in 4 (timed with growth)
t5 - zz
t6 - zz
t7 - move forest citizen to lake. new (5) citizen should go to forest to get 6 shields to finish settler
t8 - WSton settler -> archer
worker starts road
sci back to 100%
move settler down the road to the FP
t9 - road done, move worker to forest for chop
move settler near mountain
moving scout to the north
t10 - not much. No troop movement (left for next playa).
The settler is in the spot that I think is best for the next city (WoodenForkington) but I didn't want to plant him unless the team thought that it was ok. (I screwed up the start on TR05 yesterday and didn't want to mess this one up too). I didn't know if we wanted to keep scouting to the north or not.
WSton is building an archer. The FP citizen can move to the forest to get some shields this turn (growth still happens next turn) and then the archer will be done in two turns. I'd start building settlers then.
The worker I thought should start choping the forest in hopes of a BG. If not, right now we have 5 shields @ 4pop and would have 6 @ 5pop. If it is a bg then we will have 6 @ 4 pop & 7 @ 5 pop. Still will only have 4fpt regardless. So 5 turns for 2 growth.
On the tech front we are down the Wheel to Alex and that's it so far. Writing due in 22 with citizen working the forest