Big, big turn indeed. Nice job popping a second scout, that was all skill.
Based on the scout, it looks like we're located directly to the west, which may (briefly) throw off their team.
As far as moving the scouts, I think the best move is to swerve the original scout back to the northwest to explore the region directly south of our capital. I'd move the new scout south, and push further into the blackness, to see what we can find there. (In other words, one scout finishes surveying our local region, while the other one tries to find the ends of the continent.)
Another fun thought that came to me: we could try renaming our new scout on the border to "Scout #3", to make them think we have 3 scouts.
Have to do it before anyone logs in though.
I'll save diplomacy thoughts for the specific Templar thread. (We should definitely contact them right away, but need to work out the substance of the message as a team.) Also - we haven't actually found Imperio, have we? I noticed that mostly_harmless bumped that thread as well.
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
As far as moving the scouts, I think the best move is to swerve the original scout back to the northwest to explore the region directly south of our capital. I'd move the new scout south, and push further into the blackness, to see what we can find there. (In other words, one scout finishes surveying our local region, while the other one tries to find the ends of the continent.)
Another fun thought that came to me: we could try renaming our new scout on the border to "Scout #3", to make them think we have 3 scouts.
![naughty](https://apolyton.net/core/images/smilies/naughty.gif)
I'll save diplomacy thoughts for the specific Templar thread. (We should definitely contact them right away, but need to work out the substance of the message as a team.) Also - we haven't actually found Imperio, have we? I noticed that mostly_harmless bumped that thread as well.
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