Escort settlers?

Typically you'll want to have units in the general area of where you want to settle, so that you know it's safe to send the settler at full speed.
 
The first time you lose a settler to a two-move animal, you'll rethink your philosophy about not sending a friend with them.
 
The first time you lose a settler to a two-move animal, you'll rethink your philosophy about not sending a friend with them.

This is only an issue on lower difficulty levels. By the time you reach Immortal/Deity, animals are long gone when your first settler is ready.
 
2 move animals are more of an issue on larger maps. If you are playing on a map with a lot of empty space, you should be aware of the possibility of two movement animals. If you have your scouting warrior in the area, you can usually find a was to be fairly sure no animal will appear as you move.

I have a strong liking for absurd games like marathon huge immortal where I've rigged the start just enough that I don't get left in the dust before I get a chance to get going.

Escorting settlers becomes more important if:
There is lots of patchy forests or jungles that panthers and wolves spawn in and have to stay in unless they can hit a unit in one turn (wolves might also be able to stay in tundra)
There are relatively few AIs in the area scouting
There is a lot of empty space-time in which barbs spawn

A reasonable goal is to always have your settler moving at full speed. Since you know when your settler will appear, you know where to place slower escort units along its route. Since you are safe from barb animals inside your own borders and are never settling too far from yourself in a typical game, the typical settle function has a warrior near the destination checking for barbs and rival settlers, while the settler runs in the three to six squares as fast as possible.
 
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