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How far would you move free settlers? (Time out:0 days after 18-08-2004, 03:20)
Less than 2 tiles
Up to 8 tiles
More than 8 tiles
Use them to explore
View Results [Edit Poll (moderators only)]
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1889 is offline 1889

King
Limbo
May 2004
time: 22:35
  Old Post 18-08-2004 03:19
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Goody hut booty Remove this text

What do you think is the best use of those cities and settlers that scouts often get from goody huts?

When they are more than 10 tiles from home they produce little. It seems best to keep the populations at one or two.

I was thinking of producing workers, but barbs would just eat them up as they march someplace usefull. Warriors are not much protection at demi-god, so producing them is a waste. Scouts may be a good idea.

Also what could be done about unhappiness? Could I do better than letting pop grow to 2 and making a scientist?

michaell is offline michaell
Settler

Aug 2004
time: 05:35
  Old Post 18-08-2004 04:21
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When they're far off i typically use them to secure a lux or a resource, not worrying about their production value.(ie. a lux nearby an opposing civ who otherwise would have gobbled it up)

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:35
  Old Post 18-08-2004 08:00
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How far did I get it from my capitol?

Unless I got it ultra-far from my capitol, I'll move it back so I can found a core city with it.

Nor Me is offline Nor Me
Prince

Oct 2002
time: 05:35
  Old Post 18-08-2004 14:36
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If settlers are close enough to the capital to move them somewhere useful safely then I would.

Remember that pop-rushing is likely to be useful for far away cities.

I've done things like warrior, warrior, pop-rushed settler and then giving the city away in far away cities with 2 food surplus before now. That'd give me another settler in a useful position (i.e. the capital by teleportation) in 30 turns. Unlike with abandoning cities, the pop-rushing unhappiness stays when you give them away.

It even might not be a bad idea to attack with one. A 24-turns 2 regular warrior and 2 regular archer team might only be able to take out 1 settler but that's still useful even on Demi-god. You would have to give the city away to a third party to avoid it being razed which would hurt you in peace negotiations.

If you can get on a resource, I would. If it's early enough to produce useful scouts then I'd definitely do that.

Epistax is offline Epistax

Prince
of Bananas
May 2001
time: 00:35
  Old Post 18-08-2004 16:36
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By the time my explorers are ultra-far from the capitol I'll have more than one (four?) city working on settlers so they will always be under production or a settler will currently exist, making it so I'll never get a settler goody hut. The only time I ever get a settler is at the beginning before I build my first, and after my second city. In both cases the settler doesn't have too far to go. Still, if there is no advantage to settling where I found the settler I'll drag it a distance to a more core / better spot. Usually whenever I'm about to put a city down there are two spots I consider: where I want to put the city, and where I should put it. I let myself place this new settler into one of the "want to" spaces.

Disclaimer: I suck at this game, yet I am very good at making convincing arguments to do exactly the opposite of what is correct. :. you should do the exact opposite of any advice I give.

conmcb25 is offline conmcb25

Emperor
Angmar
Aug 2002
time: 23:35
  Old Post 18-08-2004 19:25 Visit conmcb25<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Its situational.

If its far away and can be used to secure a critical resource or luxury, then maybe do it.

If not the 8 turns you use to move it will be more than paid back very quickly by founding a core city with relatively low corruption.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 18-08-2004 20:29 Visit joncnunn's homepage!
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To furthest one city choke point inside planed REX boundary of my empire would be my top choice on a free goody hut settler, next would be resource grabbing, after that it usally goes to either the next planed spot for a city or else the closet spot to where it's standing that I was planning on founding a city.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:35
  Old Post 19-08-2004 13:22
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You're all sissies. Real men disband settlers from huts. It's wrong to gain advantage over the AI in such a simple way.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:35
  Old Post 19-08-2004 16:57 Visit Modo44's homepage!
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It's also wrong to gain advantage by having extra settlers and units at the beginning, don't you think?

My extra settlers basically claim the best land they can see. If I get them near my first city, they will expand my core. If they show up farther away, they will usually secure a resource, a luxury or a chokepoint.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:35
  Old Post 19-08-2004 22:10
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quote:
Originally posted by Sir Ralph
You're all sissies. Real men disband settlers from huts. It's wrong to gain advantage over the AI in such a simple way.


alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:35
  Old Post 19-08-2004 22:36 Visit alexman's homepage!
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quote:
Originally posted by Nor Me
I've done things like warrior, warrior, pop-rushed settler and then giving the city away in far away cities with 2 food surplus before now. That'd give me another settler in a useful position (i.e. the capital by teleportation) in 30 turns. Unlike with abandoning cities, the pop-rushing unhappiness stays when you give them away.

Never heard of that one before.
Very creative!

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:35
  Old Post 19-08-2004 23:36
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#12 Report this post to a moderator
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Holy ****, that is creative. I too never thought of that. Granted, playing on standard maps as I do, it's quite rare that I pop a settler from a hut waaaaay far away from my capital and/or a luxury. The only time I'd want to use Nor Me's strategy would be if I couldn't grab a lux (or other resource) and also couldn't march it into a spot that would be "core" within say 10 moves.

In the PTWDGII, Cake or Death marched a settler from a hut something like 17 tiles. If we had built where we got it, it wouldn't have been able to clear size2 (tundra, hill, coastal tiles and that was it).

-Arrian

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 20-08-2004 00:35 Visit joncnunn's homepage!
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quote:
Originally posted by Arrian
In the PTWDGII, Cake or Death marched a settler from a hut something like 17 tiles. If we had built where we got it, it wouldn't have been able to clear size2 (tundra, hill, coastal tiles and that was it).

-Arrian


Of course, if Saltpeter, oil, or coal had been discovered near there, and there wasn't a closer spot to your core empire ...

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:35
  Old Post 20-08-2004 20:03
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quote:
Originally posted by Nor Me
If settlers are close enough to the capital to move them somewhere useful safely then I would.

Remember that pop-rushing is likely to be useful for far away cities.

I've done things like warrior, warrior, pop-rushed settler and then giving the city away in far away cities with 2 food surplus before now. That'd give me another settler in a useful position (i.e. the capital by teleportation) in 30 turns. Unlike with abandoning cities, the pop-rushing unhappiness stays when you give them away.

It even might not be a bad idea to attack with one. A 24-turns 2 regular warrior and 2 regular archer team might only be able to take out 1 settler but that's still useful even on Demi-god. You would have to give the city away to a third party to avoid it being razed which would hurt you in peace negotiations.

If you can get on a resource, I would. If it's early enough to produce useful scouts then I'd definitely do that.


Very creative, NM. I'd say that the lesson here is to think outside the box... instead of the simple decision as to moving or settling, as represented by this poll, one should think about what a distant town might be able to do beyond the norm.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:35
  Old Post 20-08-2004 20:59
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I agree with Theseus, that NM idea is very good.

One can do the same with distant cites received from a peace treaty.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:35
  Old Post 20-08-2004 21:25
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I did something similar to that with a couple of far off settlements I got from the Dutch in a peace treaty. Only, I wasn't smart enough (or was too stubborn) to give them back for the teleportation and just walked the settlers back to my territory.

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