The Ministry of Defence- Term 5

General Orders- Turn 575 BC

-Dark Puma- Work our way down south via the hills if possible (extra sight, and defense if we meet a barb warrior/axeman)



-Chester Cheeta- Heal (For total heal it's 5 turns, but would the 5th turn make enough difference to be worth the last wasted turn?)



-All other warriors Guarding (Veild Panther, Perth Lynx (city Police), and Sly Bobcat (anti-barb) or moving/about to move to guard/police (Night Couger, Lethal Leopard). :)

Thoughts?
 
Turn 94.

This looks like a good time for Dark Puma to heal his final 3HP while the barbarian decides where to go.


I definetly second that one!

Maybe he will venture into Loco lands and they will offer open border so we can help out :rolleyes: :lol:
 
I'm not sure if I'm already taking over for Lost Civantares for the next week, but I'll offer my opinion here nonetheless :)

Memphus was wondering if Night Cougar should escort our new settler to the spot between the tasty tasty cows and the smelly smelly fish. I think he should. We could indeed use a little policing of the capital, but I'd rather see our newest families survive their first winter. If the chattel in Eridani go a little crazy, well, then, that's just what people do when they taste a little of that sweet sweet freedom ;)
 
You are taking over as of now. ;)

I don't have the game available to me right now to check, but are you sure we would be at happiness limit with night cougar gone?

In any case though, I agree, with the barb axeman coming we at least need paper cut outs to guard our loyal subjects. :p
 
Turn 98

The capital is at its happiness limit, and will grow in 3 turns. So we need another police unit.

I see 2 places where that unit could come from:
- Build an axeman in the capital
- Recall Lethal Leopard from Immortal Keep

Immortal Keep would be undefended, but we do have a spearman in its build queue that could be whipped in 1 turn for emergency defense.

Is it worth risking Immortal Keep to get 35:hammers: more toward the Great Library?
 
Is it worth risking Immortal Keep to get 35 :hammers: more toward the Great Library?

Yes. At least, in my opinion it is :)

Since the Spearman can be whipped in one (as long as we don't lose more population) we have all the safety we need.

But I must admit I'm a little confused - I thought that Night Cougar was to become MP in the Capital. Did I miss something? :confused:
 
Yes. At least, in my opinion it is :)

Since the Spearman can be whipped in one (as long as we don't lose more population) we have all the safety we need.

But I must admit I'm a little confused - I thought that Night Cougar was to become MP in the Capital. Did I miss something? :confused:

Night Cougar did become the MP but when the Whip Got cracked :whip: we got an unhappy :mad: citizen :lol: So as a Result we need another mp for 6 turns till the :mad: goes away (but by that time Capital will be ready to grow again ;) )

In any event another thing to consider is that next turn interturn the Cultural borders of Immortal Keep expand as its culture hits 10 giving us a larger Line of sight.

All in all I think Lethal Leopard should head towards the capital :)
 
I guess these can wait until next term but 2 thoughts:

1. Where does the workboat go? North East? (I.E. up to the ice?)
==>Alternatively the island directly to the WEst?
==>Additionally once West Gate is Built, we can go to the other side of the island and get aroudn the Pfiffle blockade to explore.

That being said I think it would be a better idea to build a galley to explore there as we could drop down a scout :), alternatively we may have paper by then and can trade for maps :evil:

2. Dark Puma has run out of places to go unless Loco will open thier borders (highly unlikely) my suggestiong is to send him back to mini-land near RIP Shadow Tiger and see what is in the North there.
 
Can't Dark Puma swing through those forest tiles by the Barbarian city pretty safely and take a peek at what's there? I'd like to see that happen, personally.

Re: Workboat... I was thinking we'd head west for the Island... but if you think you might have seen some indication of value (not sure what this blue square thing is that you're talking about? :confused: ) - then we should probably check that out first.

And it's domestic's decision on what to build... but I love the idea of getting a galley and a scout out! :thumbsup:
 
Until Lost Civ rears his head, I'll speak for him - and suffer the consequences :lol:

The Workboat should explore the coast of the Western Isle. I'm certainly open to arguments for other moves, but I think that's where our priority should be scouting-wise.

As for Dark Puma - I think I'm behing on the map... Is there actually a way to swing around Loco's cultural boundary? If so, we should do it. If not, he can retreat to further explore the are around where Shadow Tiger died. I don't think we'll find a second bridge to the other Loco city, but it's certainly worth investigating.
 
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