Tatran said:I don't think Moonsinger's strategy works with raging barbs and/or AW.
Also I've seen animals wandering around very early.
A handful of turns is ok, but more is risky.
The timeline for Barbs and wild animal to appear is as follows:
4000BC ...xBC....yBC....zBC.....
I'm not sure about the number of turn between 4000BC and xBC, but if you don't settle and build your first city by xBC, game over! For example, on a dual marathon map, xBC = 3835BC. Therefore, you have up until 3850BC to build your first city. During the period between 4000BC to xBC, you won't find any barbs or wild animals. Barbs and animals don't come until after xBC. Therefore, I think you guys are worrying over nothing.

Btw, what come after yBC? This is when barb axeman starting to show up.

Skudor said:I can see how Moonsinger’s strategy would work in a Marathon game, with an explorer for protection. The only benefit would then be the possibility of a better city location (given that the explorer is guarding the settler). Unless Barbs are off – which is boring on Marathon (on of the great fun things on Marathon is the early military activity you have to run against the barbs – including taking several cities….). But I can see how this would be an interesting twist when playing Marathon, with barbs off.
I was talking about starting the game in the ancient age at 4000BC. Since I have never started my game in any non-ancient age, I don't know anything about starting the game with an explorer, tank and/or a spaceship. In any case, I would imagine that if you don't settle after x number of turn, your game would be over.