Duckweed, thanks for the call to comment. Looking back at my other posts here makes me

. (Reviewing it, I think this one too...

)
I tend to way(-way-way) overanalyze the very early game, my favorite part. I apologize in advance for the verbosity of this email. I'm mostly thinking out loud (in a post?), trying to make sure I understand what all of you seem to already know....
First, as I understand it, the situation is:
Turn 53 (now): wb ready to explore
T61: Settler boards galley
T62: Galley unloads settler on Fish/Stone island (on the visible hill, presumably)
T63: City2 is founded.
So, unless there's a better site, we have to have the wb on the Fish halfway through T63, i.e.
adjacent to the Fish on T62.
General thoughts on health and borders:
- Capital's borders pop again on T76, which is just 13T after City 2 is founded.
- When the borders pop, both the Fish and the Crabs come in the capital's range.
- Therefore, even if we find a nice, Clam-fed site somewhere,
we can get additional health for the capital at the cost of a workboat (or two).
General thoughts on the map:
- Lots of ocean here, so hills will be a premium, especially if we want non-whip production. A 2-pop whip cycle from size 6->8 (for example) takes 99F over 15T. which is just one Fish resource (and the city center). With a granary, a single seafood is more than enough to grow back if you're not working much more than coast.
- Is it meaningful that Stone is visible from the second border pop in the capital whether one starts in place, on the corn, or on the stone hill (the 3 obvious locations?)
Exploration thoughts:
East:
- We can do a lot of exploring to the east of Fish/Stone with the galley/settler:
- Unload the settler on the hill on T62.
- Move the galley further east on T63 *before* settling. Maybe a better site if the now-visible Fish is in the 2nd ring? Or if on-Stone looks awesome?
North:
- I agree that north island has that tundra look.
- And that the island looks at least 5-tiles big, thus tough to circumnavigate.
- Kossin's fog-gazing doesn't make expanding north all that appealing.
West:
- Some possibly interesting islands with hills visible in Kossin's fog?
South: (judging from Kossin's flying-camera map in post 42
- Nothing directly south is interesting,
- But both southwest and southeast look like where we'll be naturally headed next,
- So we risk a long delay in exploring to the north and/or west if we don't look now.
If the workboat spends "too long" exploring, the cost is 3F/turn (if Fish). That's a 1T delay in city 2 getting to size 2 for either 1T or 2T delay in the workboat arrival. (0T delay = 35F after 7T; 1T delay = 37F after 8T; 2T delay = 34F after 8T)
I drew up a little map of how I'd explore, where workboat *ends* its moves on the
turn numbers in red. It also shows
galley movement and the
settler drop.
The path can be shortened by starting west rather than north (so you end up on "55" at the end of T54 and don't scout N of the crab).
...Or by passing east of the Forest/Hill island so that you can end up on (or east) of "60" on T59 (maybe if west of crab looked interesting enough to explore, or if the western island is wider than 1 tile).
I'm useless after the mid-game because it's too exhausting for the detail I like to obsess over.
Sorry again for the probably-obvious and certainly-overlong post, and for adding an exploration option I haven't seen proposed yet.