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Found the page but its still under construction. The start position looked strangely like COTM1 ...
Found the page but its still under construction. The start position looked strangely like COTM1 ...
Found the page but its still under construction. The start position looked strangely like COTM1 ...
? ), but a whale vs. BG is obvious. a tiny island would be a poor demonstration of the agricultural trait (even more devious if it is indeed a tiny island
). so, i will assume more land awaits to the west. i will settle at the start location and work the BG, then walk my worker to the hill, after building a warrior. i sense barbarians are close. a granary will be built shortly after, then a settler, then some boats to explore. i hope following the coast eastward reveals some worthy land. ainwood may not be able to play, but i know he enjoys seeing us squirm
. it is fun none the less. we'll know before sunrise (or sunset).
eq1 said:Play a turn, you know you want to...


).I'm pretty sure fresh water would be worth even more than 5-6 moves. But I don't like to wander around blindly so much with my initial settler (I don't think you will already see a lot by one move). So I will stick to the initial plan and have the second settler look for better lands, if the first warrior finds something.Capt Buttkick said:The agr trait throws calcs around a bit imhso. If we can get to fresh water, we should move to get there, even if it will take 5-6 moves.
It sure does if we're not on a small island.Capt Buttkick said:The agr trait throws calcs around a bit imhso.
I'm not sure where the break-even is. Moving 6 steps to be on fresh water breaks even in terms of growth at 20 turns - without freshwater 20 turns grows to size 3, with fresh water 14 turns does it. But there's a shield and gold loss for those six unsettled turns. It might be better overall to build at the start and send a settler at turn 20 to the fresh water.klarius said:I'm pretty sure fresh water would be worth even more than 5-6 moves.
