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Turn 12, 3560BC -
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My personal preference would be to go look for Vox to the east, and start off by moving 9 to get a slightly better view of the coast to the north. Something like 9333 and so on as further information is uncovered. I'm assuming that the west is a dead end, and we can explore it and pop the hut with a scout more effiiently later, while getting a military unit between us and Vox would be a lot more profitable in the short term. It is, after all, the traditional role for a Grog...
I like the idea of getting a military unit between us and Vox a lot.
However, I was going to waste a little more time by going west with Grog, sending the second warrior out to the east to find Vox. This requires that the Grog come back towards EotS in about six turns, then sending the second one west as soon as it is built. Remember that Grog doesn't actually have to reach the capital before Warrior two leaves - will still be safe because of our line of sight around the capital.
So I'm advocating 1-1-1-1 as GRog's moves, then moving back towards EotS. This means that he will still be 2 squares from EotS when warrior two is born, but that's still perfectly safe.
Why 1-1-1-1 and not 4-1-1-1-1 as advocated by nye? We see almost as much (I think the only square we miss is the forest that is 4-4-4-4-4-4 from EotS) and because we save a move, Grog is that much closer to EotS at the end of the sequence.
heh I meant 9-9-6-3. It's possible that the path will be blocked by the mountains hitting the coast. I THINK we'll be able to see if it's blocked at 9.
Exploring the coast is helpful...but I just think it should be a higher priority to work out where Vox are.
Vox are on the river - there is still a possibility that they are to the west, although it is more likely that they are to the east. So moving in these directions seems to me to be the best idea, rather than scouting North.
I don't mind 9 as a next move, but at the point where we start going 9-9-6-3 we're still a long way away from the river...and finding Vox.
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