I'm just dumb, I meant 1-3.@BB- not really... 1-2 might reveal something, but if 2-2 turns out better, you simply wasted another turn. the scout is the unit to uncover more tiles here, not the settler (in other situations or without the EXP trait, things of course can be different).
3 of where the settler stands i would probably never choose. maybe ok for 20k, as you say, but you forgo the coastal access for TGLight.
for any game, and also 20k, it is anyways possible to access most of the good coast tiles via settlements 8-8 and 6-3-3 of that foundation spot. coastal towns definitely are not only useful if one is seafaring ("no benefit").
t_x
LOL, I DID mean 1-2 (same place tile 2-1, just reveals darkness). I'm confused by the numbers too, apparently! And just too lazy to screenshot and circle the tiles!sorry, again, no.
1-3 doesn´t make any sense at all.no fresh water access.
and 8?? losing the food ressource? nah, not me.
t_x
Good thing you delayed presenting those arguments, they would have been quite convincing, since they are going too deep in planning terms. I moved 8 and got two cattle on grass as a reward that I certainly didnt deserve.-> allows for a beautiful full 1st ring
-> allows to share the wheat with the 2nd town by the coast
t_x
Wow, waste two whole turns?
Same with me... the saves are on the Sid chartMoving two turns for the settler at any level can work out better or fine. I have I think two Sid standard sized map games on record, I think, where I move two turns first.
amazing! Fortune really favours the bold.Good thing you delayed presenting those arguments, they would have been quite convincing, since they are going too deep in planning terms. I moved 8 and got two cattle on grass as a reward that I certainly didnt deserve.