I want to get the starting moves clear so I can do them as soon as the live-save is posted on the 21st.
- SIP is not stellar, but could be the best we get. Mapmakers rarely make a blind gamble pay off, so teams that settle in place will not be penalised too much
- We can afford to loose 1 (maybe 2 turns) to scout given its going to be a long game on normal speed
So I propose for the opening of my turnset:
- 1 scouting move with warrior: 1NE, or 1N, or 1SW: posting screenshot & save afterwards, giving 1 day for discussion, then
- 1 scouting move with settler, 1NW, or 1W, giving us the option to settle in the new spot (keeping the rivers) on turn1, or go back to SIP(starting location) and still settle on turn 1. A move 2N(via 1NE) will definitely loose us 2 turns unless the gamble pays off. Posting screenshot & save afterwards, discussing again
So this leaves to fill in the options for warrior and settler. What do we need to reveal to make us change our mind re settler moves? Going warrior 1N or 1NE will most likely not make us settle on the corn or further. That leaves warrior 1SW as the move that will reveal thing that might change our mind on the settler move...
Missed this post:
I'm in favor of moving the warrior 1NE. I don't think there is a lot in the South that might us change our mind, but in the north there are several options that wouldn't delay settling more then 1 turn. 1N might be worth it to determine whether there is gold on that hill...
The Settler: that's something we can decide only when we have moved the warrior IMHO
).



) I actually want to see that hill on T0 to at least warrant a move on that hill in case it's resourceless.