The reason I dislike coastal spots is that you typically need to build both workboats and workers... they can be quite powerful, but they take a while to "get going." They're also often a bit hammer poor.
I like start sites with a good balance of food and hammers... preferably with some commerce too, of course. I want to be able to hit the city's happy cap and switch over to food equalibrium and gain a bunch of hammers by so doing. Ideally, this means a couple of mined plains hills.
Some coastal sites work for me... but mostly not. Given the tech path I'm shooting for, I won't be chopping forests or whipping.
-Arrian
I like start sites with a good balance of food and hammers... preferably with some commerce too, of course. I want to be able to hit the city's happy cap and switch over to food equalibrium and gain a bunch of hammers by so doing. Ideally, this means a couple of mined plains hills.
Some coastal sites work for me... but mostly not. Given the tech path I'm shooting for, I won't be chopping forests or whipping.
-Arrian
That seems to me the very definition of a coastal spot.

How often do you get a river with a coastal start that also has the goodies I gave the coastal start in my example? When you *do* get such a river, in my experience it might be 2 tiles long, max. I was trying to compare two good, but not incredible, starts. You're now asking me to spruce up the coastal start so it will win? Well hell, why not give it a gold hill too*? If I was to change my example at all, I might yank out a plains hill but give it a cow or somesuch. I realize now that I gave it purely coastal/oceanic resources. Most of the time you get at least 1 land resource too. That would be realistic.
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