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Turn 45 - 2240 BC
				
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 The scout needs a move. 1-2 to the hill?
 
 I think the axe is at its farthest FoW-clearing point, right? So fort?
 
 New axe in AB could fort, or could go to the pigs. I think at size 4 unhappiness will be generated if a city doesn't have a garrison, so I'd say leave it there, especially if the city goes for a non-settler/worker build that allows it to grow again.
 
 The worker will be active. It should mine the copper.
 
 There's also the question of whether AB's fourth population point should be working the forest as the governor assigned, or if it should give up the 1 hammer in favor of the 2 commerce the clam offers. I believe the 1 hammer makes an immediate difference for some builds (e.g. a settler) but for some it would only help in future, via overflow, so I'd say this depends somewhat on what build we select...
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 What's the happiness situation in Alpha Base? Not sure at this difficulty, but moving the axe will either make us unhappy now, or at the next growth.
 
 I think you got the wrong scout pic up there...One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
 You're wierd. - Krill
 
 An UnOrthOdOx Hobby
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 What wrong pic? (Fellow cachers might need to refresh your browser for the correct one to appear, BTW; I did.) (Fellow cachers might need to refresh your browser for the correct one to appear, BTW; I did.)
 
 AB is at 5>4, I believe. One offset whatever it is. So it should be fine ungarrisoned at pop 4, but at pop 5 it would have unhappiness without a unit.
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