COTM02 will start on the first day of the next month, ie tomorrow...
edit: X-post, I should've known..!
edit: X-post, I should've known..!

civ_steve said:I'm considering joining the worker to the first ciy after improving the starting Grassland. I plan to move the worker to see what's over the hills. Unless I see something really stellar, the Settler goes SE and founds on turn 2. Worker moves back, spends 9 turns roading and mining the grassland. Join on turn 12 (just after city expands to size 2); Settler in 4, to found on one of the hills (scouting determines exactly where). A city on a hill generates an extra commerce for that square (2, vs 1 for just a road) and equals the Despotism Food/Shields/Commerce of a Whales square (2/1/2). This little empire will be working 4 squares, while a standard start will be working 3. Upon growth 10 turns later, it'll be working 6 (2 city centers, 2 Whales, 1 BG and ??) while standard will be working 4 (1 city center, 2 Whales and 1 BG) and thinking about building a Settler. If ?? is a coastal space (worse case possible) than this empire is +3 food, +1 Shield and +4 commerce per turn vs standard start. If Research is more important than production, this seems a reasonable way to start the game.
gozpel said:Some funne calculations there about the SGL's. Everyone has the same chance of getting this leader no matter what and how you calculate 1 in 33 chances.
As I see it it's not a reason to turn it off. If there is 33 players this month, all 33 can get the leader or none. Or 12 for what I care. We just play with the same save, every game after that is different and doesn't stop anyone from getting SGL's. So if a player in Toronto hit the jackpot, so can any player in Mozambique or Outer Hebrides.
a space oddity said:COTM02 will start on the first day of the next month, ie tomorrow...
Roland Ehnström said:... IF we are on a peninsula rather than an island, I would settle my first city W NW rather than SE (and then later come back and settle SE).
...
I wonder if this is a little nudge of Ainwood to let people get some experience moving the capital. I know that I still have qualms doing that....
Even if we are on a peninsula and this is a bad spot for the capital, it can be moved later.
Something tells me that the difficulty level (monarch) would have been higher if we were NOT on a small island. The last two games have been regent, monarch already.King Of America said:The bonuses suggest to me that we're not on a tiny island--no point in giving bonus units in that kind of situation (unless you also plan to allow transporting units in curraghs)
Megalou said:The share of Swedes is quickly approaching 1/33...
It should be less than half as you're only eligable to play Conquest if you've never finished in the top half of the results.dmanakho said:I was just wondering, how many people here are going to take an advantage of extra worker and play conquest class game?
civ_steve said:One of the advantages of forming the capital to the SE is that it automatically expands culture on its 10th turn, gaining the two Whales. Any other city would have to build a cultural building first, which is a lot of delay in using the 2 strongest tiles currently visible. Even if we are on a peninsula and this is a bad spot for the capital, it can be moved later.
Megalou said:Roland E., welcome! The share of Swedes is quickly approaching 1/33...