More or less what vmxa1 said. The only thing completely stopping you from conquering an enemy civ in 1 turn once you have Railroads and Cavalry is that sometimes 3 moves is not enough to reach some cities due to large cultural radii. A Settler with 2 moves virtually eliminates this problem, ensuring that you can reach any AI city from any other AI city (it places its cities a maximum of 6 tiles apart). In fact, with 2-move Settlers you could conquer some empires in 1 turn even prior to Railroads.Originally posted by Geronimo
I hadn't considered any sort of blitzing exploit. could you elaborate a little on how that works and the problems it causes?
No, the Settlers are never held back by the slowness of their would-be escorts. In fact, some cities newly-founded cities are sometimes left undefended for a handful of turns. On Monarch difficulty and above, where the AI gets free units, this does not seem to be a problem because the AI knows to divert some of its exploring/wandering units to defend an empty city. On Regent and below I can imagine this being more of an issue; I play Demigod/Deity, so I find it very hard to test anything at the lower difficulties. From a few debug games I've played with the mod, I can say that it's not as big a deal as it might seem.Do you find that the expansionist AI civs hold back their 2 move settlers to one move per turn so they can keep them stacked with a military unit such a spearman or do they let the settlers move at their full 2 moves per turn without waiting up for the defensive unit?