BLubmuz
HoF Quattromaster
It's what we decided for the warrior.1st turn PPP
Move Warrior 1NW
Move Settler 1N (saving other half of move for after discussion)
Move Scout 2NW
Stop. Save and post a screenie.
The only smart move for the settler, which actually saves 1.5 moves. He can move 3 more tiles along the road or 2 more outside, because of the residual move.
Good for the scout.
About the Capital site choice:
I do not think that goin' too close to the Pad is a good idea, see that C6 WE. BTW without siege or some pike that WE is a real problem.
In any case it can even be on another landmass. While the base map is Great Plains, it has been heavily modified, so it can even look like continents, flat wrap. No circumnav bonus here.
The Legendary Pad can be the limiting factor of this game.
More later.