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My problem with freshwater is that it's about as good as a cottage next to a river, except it'll never grow and we won't get the +1 Hammer later in the game (from civics).
But it can be a immediate boost now which provides turn advantage.
I say move the warrior onto a hill and see what to do next.
if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
Semi randomly not onto hills actually really sucks in this case. Normally I'd say yes, move it, but here I'm kinda against it. If the warrior moved directly south for example, that would help no one
If snoopy didn't move any on a hill, this leaves 4 options: N, S, SW, W. That's a 2-in-4 chance of seeing to the west (senethro's preference). S gives us the same possibillities to move to as if we didn't move him. Moving to the north would be the only move not really beneficial.
So, if there is no additional "punishment" to let snoopy move the warrior, I am in favour.
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
QFT
We need turns to discuss things. I for one an not interested in GOTM-level turn 1 discussions, thank you
if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
After re-reading this thread, most want lots of grasslands and move to the east.
I suggest founding our base on the hill south-south-west. It's not possible to found our base on a good spot the first turn. This hill seems to me the best location for founding the second turn.
=> We'd have lots of grassland+forest to chop & cottage
=> Some plain hills to mine
=> Sea acces for (hopefully) fish / crab / ...
=> River acces
=> Very good city defense (hill, 2 out of 3 borders are river crossing attacks)
My warrior suggestion : move NW on the hill, to make sure there's nothing there to make us change our mind. Also, because we won't have scouts for a while, we'll have to do our explorations very wisely.
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