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Found the page but its still under construction. The start position looked strangely like COTM1 ...

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.