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One_Brow
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If you can see you are exacly one square from two or threee ocean squares, you could be better off moving to or away from the ocean.
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CiverDan
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I wander for no more than 1-2 turns...and only to get off/get close enough to resource, esp. cow or wheat, or the get on a river or on the coast.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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Cracker,
I was just looking at your Opening Play Sequences article, which is excellent btw, and I noticed what I think is a mistake:
The most powerful square on your chart of terrain squares is listed as "bonus grassland cow" and is listed as providing 3 food, 2 shields base under despotism. I know of no such square. I know of cattle on grassland, which produces 3food, 1 shield and may be improved to generate 3/2, and I know of cattle on plains, which has 2food, 2 shields to start and may be irrigated to produce 3/2. But I've never seen a 3/2 square at the start (w/despotism penalty).
The only square in the game that I'm aware of that produces 3f, 2s without development is Game w/forest, and that is after you get our of despotism.
-Arrian
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metalhead
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I will wander up to 5 turns if I think it likely to find a hill with gold, on a river. Seems complicated, but if I start on a bonus square, of course I'm going to move. If I happen to have run into such a tile, with either my settler, worker (who often goes the opposite way), or scout, then I will grab it. If not, the 1 or 2 turn move is all. Starting on this type of square, even at a 5 turn deficit, is usually an easy win. I can get 5 beakers and +1 gpt at 90% science by starting on this square, which REALLY aids my style.
However, I will be more likely to just plop down on the first square if I'm not on a bonus, unless a river is in sight. I know conventional wisdom is that such a move puts you in a major hole, but I just don't agree with that as I've never had a problem overcoming such a deficit.
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