The Paladins

I'd agree with Cripp7, w-sw for the scout and s-se for the settler.

settling on a plains hill is always a good idea in my view :)
 
Heh, I agree with the previous 2 posts, to see more of the world and settle on turn 2-3.

P.S. I dislike to play Charlie. :D Though it has nothing to do with the Protective trait, which I actually like.
 
Scout moves W>SW

p1f0000.jpg


Settler unmoved.

I'm tempted to settle in place despite losing FP. Given absence of visible resources and relative lack of forests its very likely that we have at least one hidden resource.
 
I'll go along with that.

But I'll wait to get some other opinions before settling 1W.
 
i'd still like to move the settler, there's three squares to the east which would be in the BFC if we settle in place that we can't see and given the lack of resources there could be something there.
 
As suggested by Ad Hoc I move the settler 1E:

p1g0000.jpg


Ooh, pigs (6F with AH).

Settler still has one move left.

At least three options for capital location.
 
Is it coast east of the pigs?

if so, one south of the current position of the settler is looking good, wheat and crab can be settled with the second city (I am afraid 2 south takes too many coast tiles)
 
Piggies :D

As RRR say, 1 south looks tempting, lots of cottages, couple of hills for production :) and if we see anything more tempting then we can always move again
 
Alternatively we could move 2W (1W of starting location) for wheat, 3FP, some more riverside tiles and more hills. We could put a fishing village/GS farm on the coast (north or south of piggies). There's a blue circle for the northern coast which may indicate seafood.

Long term a coastal capital suffers from the fact that water tiles don't have significant development potential.

Something I'm considering is making use of imperialistic by going settler first (even before a worker) which would work best by working a 3H tile.
 
Or just move back to our starting location, piggies, wheat, 2 FP, 2 grassland hills and 2 plains hills with lots of forests to chop.

I like the idea of a settler first, especially if the scout can find a good site.
 
Are you guys still looking for a final player? I'd like to join if a spot is open.
 
I still vote for 2W (1W from starting position).
About "Settler first": I never tried out this way but after thinking and for sure it's a good idea! But would we send the settler without an escort?? So maybe we should start with a warrior while growing to size two..

Abou techpath: Will we go for an early religion? Our opponents are not used to go or them and on this map it might help to have our own one for the additionla happyness.. So my idea would be: poly --> mining --> BW --> Masonry..
Other purposals??
 
@Sirloin. Welcome. I never turn down a dedicated masochist.

Not keen on early religion coz I'd rather our 'friends' founded religions to stir up a bit of early animosity.

Settler first. If we build straight away then it'll be out before barbs turn up, a scout will protect against animals as (in)effectively as a warrior so maybe scout around for a nice site then come back to escort the settler there. If she dies we'll build a replacement.
 
Moved settler 1S, then moved scout 2S. Settler to move and settle this turn:

p1h0000.jpg
 
From the land we can see, I think the original starting spot is the best. Even with those FP, I don't think we want a capital with only one food resource. The settler-first plan seems cool; I have never done that before so I'd like to see how it works out.

Edit: Also, I was going to say that working a FP would be the same as a 3H hill for a settler but then I checked and I didn't realize that the IMP bonus only applies to actual hammers, not converted food "production". Nonetheless, a forested plain (2h1f) is only slightly worse than a pure 3h, which we'll get after 8 turns with a border pop anyways. The difference between 2h1f for 8 turns then 3h vs. a full 3h build will be two turns on the settler production. Every turn counts, but its not a huge loss, and I think its worth a 2-food BFC to miss the 3H tile for the first 8 turns of our settler build.
 
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