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Topic ClosedMoving Your Capital and Why Not To Do It Now

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Janosch View Drop Down
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Direct Link To This Post Topic: Moving Your Capital and Why Not To Do It Now
    Posted: 15 Feb 2012 at 16:46

I would like to have some comments on this guide (which could be useful for you basiclife).

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Direct Link To This Post Posted: 12 Feb 2012 at 12:47
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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Direct Link To This Post Posted: 10 Feb 2012 at 20:36
Originally posted by dunnoob dunnoob wrote:

Originally posted by Rill Rill wrote:

I AM going to write the where to move guide, really I AM.  In the meantime, everyone listen to Daufer!

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. 


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!
...and miles to go before I sleep.
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Direct Link To This Post Posted: 10 Feb 2012 at 18:54
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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Direct Link To This Post Posted: 10 Feb 2012 at 13:53
Originally posted by Rill Rill wrote:

I AM going to write the where to move guide, really I AM.  In the meantime, everyone listen to Daufer!

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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Direct Link To This Post Posted: 28 Jan 2012 at 03:14
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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Direct Link To This Post Posted: 01 Oct 2011 at 05:32
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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.

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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Direct Link To This Post Posted: 30 Sep 2011 at 21:31
Originally posted by Daufer Daufer wrote:


2: Your basic resource sites in your capitol move to whatever square you occupy.  Do not move to a 7-food square or a rich iron square thinking you will reap the benefits, because nothing will change.  Do consider the defensive benefits of moving to a site such as a mountain or forest.  This will make your city harder to attack while ultimately costing you nothing in terms of resources.


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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Direct Link To This Post Posted: 30 Sep 2011 at 21:23
Awesome tips Daufer.  I AM going to write the where to move guide, really I AM.  In the meantime, everyone listen to Daufer!
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Direct Link To This Post Posted: 30 Sep 2011 at 21:15
Hi Rill.  Until you get to that "where to move your capitol" post, here are two warnings you might give to new players:

1: When you see that really nice sovereignty square (+3 cavalry production or whatever) that you want for your very own, do not teleport your city directly on top of it.  You won't get any bonus from it. Do build next to it, and preferably next to several other nice sovereignty bonuses.

2: Your basic resource sites in your capitol move to whatever square you occupy.  Do not move to a 7-food square or a rich iron square thinking you will reap the benefits, because nothing will change.  Do consider the defensive benefits of moving to a site such as a mountain or forest.  This will make your city harder to attack while ultimately costing you nothing in terms of resources.
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