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tallica
Forum Warrior
Joined: 27 Jun 2011 Location: Seattle, WA Status: Offline Points: 378 |
Posted: 30 Sep 2011 at 21:31 |
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This is only true for the spell, but if you use Exodus to move you will gain the new underlying. *I didn't check, but this guide should be updated to include Exodus since it is now out and we have info on it. |
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Daufer
Forum Warrior
Joined: 14 Jun 2011 Status: Offline Points: 332 |
Posted: 01 Oct 2011 at 05:32 |
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This thread is directed to new players contemplating their free move. Since Exodus requires a level 20 warehouse and about 5000 research points I'm guessing that anyone who can use it already knows where and how to place their capitol.
Edited by Daufer - 01 Oct 2011 at 05:34 |
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Tora
New Poster
Joined: 02 Oct 2011 Location: United States Status: Offline Points: 35 |
Posted: 28 Jan 2012 at 03:14 |
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Ultimately while all of the above should be heeded I would take a moment to consider that waiting until such time as you can exodus your capital to cause a capital shift to a second city which has already been settled on a 7 food square (as food seems to be the primary concern in long term strategic thought) before utilizing tenaril is probably the best option overall. This way, when you do use tenaril, you are taking your 7 food with you no matter where you ultimately decide to land your capitol.
Whether one decides to wait to build that new capitol up or not before moving would be a matter of preference I imagine. However, it may be advisable to exodus the main to cause the shift, but do so to a location not too close - and yet still close by - say, 20 squares - to where one is going to tenaril their 7 food, and exodus it to a 7 food square while considering their SOV possibilities and dolmens, etc to maximum effect for their planned specialization for that city as well as defensive considerations. But from what I understand, failing to consider landing on a high food producing square may be detrimental to someone's long-term strategy. Thorulfr Gunnarssen
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dunnoob
Postmaster
Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
Posted: 10 Feb 2012 at 13:53 |
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Will do. Maybe mention in this planned guide that some jungle squares look nice until you figure out that their resource sum is only 23 instead of 25.
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 10 Feb 2012 at 18:54 |
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I'll put that in. A carefully chosen jungle square can work, but the ones with only one or two of a particular resource don't look like a good plan to me. Am interested to hear from someone who's made one of those work, especially with t2 buildings.
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invictusa
Forum Warrior
Joined: 16 Dec 2011 Status: Offline Points: 488 |
Posted: 10 Feb 2012 at 20:36 |
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LMAO oh god yes. On my alt account I was so concerned with 7crop 7crop 7crop! I scoured an area for days and found a splendid spot. I checked it once, twice, and thrice before sending my settler. It wasnt until after my settler landed and I began leveling up my res plots that I found to my dismay that I had no more than a single iron plot! |
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...and miles to go before I sleep.
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Basiclife
New Poster
Joined: 06 Feb 2012 Status: Offline Points: 16 |
Posted: 12 Feb 2012 at 12:47 |
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Hi Rill,
Any news on that "Where to move" guide? I'm one of the newbies who wants to expand to a second city and don't want to be stuck in the newbie ring forever. To that end, I'm about to start planning my move and wanted to get as much info as possible before making any decisions. If you've got any thoughts/suggestions/links to guides elsewhere, they would be appreciated. Many thanks.
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Janosch
Wordsmith
Joined: 19 Oct 2011 Status: Offline Points: 169 |
Posted: 15 Feb 2012 at 16:46 |
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I would like to have some comments on this guide (which could be useful for you basiclife). |
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