The "Settler Pod"

Gooblah

Heh...
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A Settler Pod can be defined as a group (incl. a Settler) that moves towards a city spot with the intent to create a city there. Usually, there is a military unit and/or a domestic unit with the Settler. However, the larger the Settler Pod is, the more production it takes away from military or domestic builds in the original city. Thus, how do you optimize Settler Pod production, and what goes into the Settler Pod?

Mostly, I build a Worker first, then Warrior, then Settler. Then the Warrior and Settler go and settle a city, which again builds Worker or Monument first. The first Worker builds a road to the second city or hooks up a key resource.

Since the answer differs for different scenarios, I offer a few:
1) Protective Leader
2) Archipelago Map
3) Pangaea/Continents/Hemisphere-type map
 
I usually have a military unit on the spot before I even complete the settler, to prevent barbs from popping up there.
I usually send in a worker from my core instead of building a brand new one for the city. I'll build another worker for my core after the settler is finished.
So I build: military unit - settler -worker.
 
A Settler Pod can be defined as a group (incl. a Settler) that moves towards a city spot with the intent to create a city there. Usually, there is a military unit and/or a domestic unit with the Settler. However, the larger the Settler Pod is, the more production it takes away from military or domestic builds in the original city. Thus, how do you optimize Settler Pod production, and what goes into the Settler Pod?

Mostly, I build a Worker first, then Warrior, then Settler. Then the Warrior and Settler go and settle a city, which again builds Worker or Monument first. The first Worker builds a road to the second city or hooks up a key resource.

Since the answer differs for different scenarios, I offer a few:
1) Protective Leader
2) Archipelago Map
3) Pangaea/Continents/Hemisphere-type map

There is definitely a process, as you suggest...

Step 1) Decide where you would like the new city to be.

Step 2) Ask yourself whether there are extra units available to support the settler. Why would there be extra units? In the case of a worker, that worker has completed most of the high priority tile improvements, and can therefore switch to something more productive near the new city site. By creating a new city, you add to the availble tiles that are eligible for the worker to improve, thus increasing the productivity of the worker.

In the case of a military unit, it is possible that the unit was built in the city to allow the city to grow (instead of building a worker or settler). In that case, the surplus military unit is put to better use by fortifying itself in the new city.

Step 3) If the needs of the new city are satisfied by the existing units, then directly move those units together with the settler to the new city site. On the other hand, maybe it's not possible to divert a worker and/or military unit to the new city site. In this case, whether or not to add a military unit to protect the settler is a situation choice.
 
My normal settling procedure is this:

1) Choose an area I want to settle
2) Fogbust the area
3) Have a worker build a road to the area, connecting nearby resources. If there's a hill in the new city's BFC that has my culture, build a mine.
4) When the Settler's complete, send the settler
 
Please forgive me for being off topic guys, but I just gotta ask. Fogbust? If you would be so kind as to shed some light on this for me It would most helpful. Thanks
 
Barbarians can't spawn anywhere that you can currently see. The areas that you can't see aren't visible because of the "fog of war". So a unit that is somewhere that it causes you to see tiles that you couldn't otherwise is fogbusting. It is usually a good idea to fogbust around your territory so that barbarians don't spawn where they can immediately run into your lands and start pillaging or worse. If the area you are in is small enough you can fogbust everything and no barbs will even spawn, but usually you just try to force them to move in from far enough out that you have some time to deal with them.

On the current topic, if you fogbust well enough where your settler is headed, then you don't need to actually protect your settler by escorting him with a unit.
 
Depending on the leader (creative) or if I have a wonder built(LOL, probably the GW cuz i am skeered o barbs) I will sometimes have my 2nd border pop from the capital. Especially in the case of the 3rd/4th cities. I have a worker develop a few tiles that are in the new cities BFC that are also in the 3rd ring of my capitals culture. That way when settler Bob arrives he is working something besides a forested grasslands or hill.
 
Thanks Welnic. I thought that's what it was, but I wanted to be sure. I am quite new to the game. You explained it well and gave me a few tidbits that will help as well!
 
Often I send out a settler unescorted to found a new city. I will usually have a military unit somewhere very nearby to fog bust the area surrounding the new city placement looking for barbs. I play on Emperor and it takes too much time to build a pod for each city. If I waited to build 1 military unit + 1 worker + one settler for each city the AI would settle the map before i could get many cities up.

Another tactic if you send an unescorted settler is to move him only one square at a time. Since a settler has 2 movement, move him one square then look for barbs. If you see a barb in an adjacent square use the remaining movement point to move back out of range. Most barbs/animals are one movement point. The only animal you have to worry about is the jaguar/panther which has 2 movement and can definitely take out your settler.

An unescorted settler is risky but sometimes you have to do it to get the prime locations.
 
Usually, I use the fogbust, and possibly pre-road, strategies as mentioned above. If the new city is rather far away from current borders, then a "pod" is more necessary. Chariots are my favorite escort unit in such cases, since they don't slow the settler down, they're much stronger than warriors, and they are relatively cheap. Don't get horses in the BFC every game, though.
 
Often I send out a settler unescorted to found a new city. I will usually have a military unit somewhere very nearby to fog bust the area surrounding the new city placement looking for barbs. I play on Emperor and it takes too much time to build a pod for each city. If I waited to build 1 military unit + 1 worker + one settler for each city the AI would settle the map before i could get many cities up.

Another tactic if you send an unescorted settler is to move him only one square at a time. Since a settler has 2 movement, move him one square then look for barbs. If you see a barb in an adjacent square use the remaining movement point to move back out of range. Most barbs/animals are one movement point. The only animal you have to worry about is the jaguar/panther which has 2 movement and can definitely take out your settler.

An unescorted settler is risky but sometimes you have to do it to get the prime locations.

Wolves moves two as well. I usally get eaten if I want to settle on a hill or in a forested tile. I move on the tile and oops there's a big mean bear
 
I really never use settler pods too much in civ 4, I just have fog busters make sure nothing threatens the settler(and I like to have my settlers have the 2 movement points so i get the city faster).
 
My only problem with fogbusting ahead is that you need extra military units to do so; in the early game, when I found my first few cities, those unit just don't exist; even if I send a Warrior ahead, there's still a chance of an assaulting animal...

I guess my idea is that a Pod works for early settling and settling of mildly inaccessible areas (Archipelago maps/islands in the middle of the ocean), but fogbusting can work otherwise.
 
Well since I put my first city near the capitol and just build city after city crawling away claiming every good city spot till i can't support any more cities(or no more room, wich ever comes first), it makes it hard for a rouge animal to find its way to my settlers.
 
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