Turn 1-50

Yeah, those two moves for the warriors make the most sense. Ainwood should definitely stick to the forests whenever possible. Because we want him to guard that settler and the next warrior won't be able to leave the capital without causing an unhappy citizen, it's critical that we keep Ainwood alive.
 
Great, so I think it's unanimous for Thunderfall to move 4 this turn, and for Ainwood to move 2.

LP should finish the road this turn, giving us +1 health from the corn. The micro plan calls for him to move 71 next turn and put one turn of mining onto the grass hill, then moving 2 and building a mine on the plains hill. We seem to be just a nudge behind Poly and RB in terms of development right now, but if we're smart with our Fast Worker moves, we should be able to catch up quickly.
 
I just wanted to point out we're the last team to end turn. If any of our turn players are around, could you play for us? Our moves for this turn are outlined in my previous post.
 
Looks like we'll have an opportunity to play two turns at once. I don't think Ainwood continuing to move south through the forest (2-2) and Thunderfall moving (4-7) to get up to the hill is controversial. That's certainly what I'm for unless something unexpected comes up.
 
For next turn I propose to keep exploring by sending Thunderfall either 1 or 9 to take advantage of extra vision on the coasts. It is open ground and may be risky but warriors aren't good for much else except to get used up. Ainwood can stay in the forest by moving 1.
 
Yep, I would say 1 would be the best move for both warriors. There is a coastline with a river west of the newly discovered fish. Might be another team over in that direction...

I have to say that so far i'm really liking the feel of this map by Plako.
 
:) I was told Plako is the best mapmaker and this map of his works for his reputation so far.
 
Might be another team over in that direction...
Thinking of this your guess, I think there is one more thing to support it. We see the stone. Which is strong strategic resource. So he will be put somewhere to be in disputed land. Disputed land means it must be on the border somewhat. And this isthmus gives the feeling it is natural bound of a region.
 
That makes a lot of sense that the stone would be equal distance from us and another team. Let's keep going in this direction to see if we can find someone. 1 next for both Thunderfall and Ainwood seems like our best option.

Whoever plays the next turn, don't forget to cancel LP's action and move him down to mine the PH! If he finishes the grass hill mine before the plains hill mine, then we delay our first Cottage by one turn.
 
I agree 1 and 1 look like the best moves for the two warriors. From the graphic on the screenshot it looks like CavScout already canceled LP's action. However it looks like we still need to end turn 24. I believe we've done everything we need to. I'd just double check that LP isn't continuing to build that mine, occasionally I've screwed up worker micro like this in my single player games. The game will occasionally make the worker continue his action before you have a chance to stop him, so it's always best to stop him the turn before you want to change his actions.
 
I did cancel the worker mining so we are good there. I can log in later and end turn as well.
 
Hmm, interesting reveals by our exploring warriors this turn. The land continues to wrap around the southern coast that Thunderfall is exploring. Last turn I was wondering if we were on a bay, maybe it's an inland sea... Do you guys know how many water tiles have to be connected for it to become salt water?

It looks like there's a forested hill west of the wet corn near Thunderfall. I'd say that would make a good next target for him. Hopefully it will be near some other good defensive terrain, so we can stay safe as we try to find the other teams. For his next move I'm thinking 4. 7 is also a possibility. Either will allow us to get to the forested hill. 4 has the advantage of only being adjacent to 2 un-revealed tiles, while 7 is next to 3 un-revealed tiles. So there's a little less risk of stumbling on an animal if we go 4.

As for Ainwood, the original plan still looks good, moving 3 into the forest looks sensible.
 
I would be inclined to move Thunderfall 7. The extra revealed tile more than compensates for the slight safety advantage of moving 4.

As for Ainwood, normally I like to reveal coastlines so we can have trade routes and the forest NW of Ainwood looks like it may be on the coast. If so detouring there by moving 7 might reveal quite a few tiles. However she seems to be pretty far south and I expect to see ice caps next turn so it wont matter also since we are not likely to settle in that direction it can easily wait. So for Ainwood 3 still looks like the best move to me.
 
One aditional thought, were this a random map I would have no doubt that that large body of water is a bay but seeing as the map was human made anything is possable. Moving Ainwood to 7 may reveal wether our southern border is secure or if there is a southern land bridge to our neighbors. That seems worth a detour of a turn or two so I would now vote to move Ainwood 7.
 
I think losing Thunderfall is a small risk but a significant blow to our diplomacy, so I would move him 4 to minimize the risk. The benefit of revealing one more tile a turn earlier is very small (it will be revealed when move onto the forested hill), and so I don't think it is worth the small risk of losing Thunderfall.

I'm fine with moving Ainwood 7, but we would likely have to retreat the next turn if we want him to protect and scout for our first settler.
 
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