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Re: Starting villagers

Posted: 12 Aug 2018, 17:33
by aligator92
DjinnOfSorrow wrote:
Gendarme wrote:Not necessarily if you get extra non-food crates instead of that settler

That makes it an even more complicated matter.

Not really. You start with 100f less but you also have to produce one settler less. All the while you still have 1 settler more for 2 minutes

Re: Starting villagers

Posted: 12 Aug 2018, 17:48
by DjinnOfSorrow
aligator92 wrote:
DjinnOfSorrow wrote:
Gendarme wrote:Not necessarily if you get extra non-food crates instead of that settler

That makes it an even more complicated matter.

Not really. You start with 100f less but you also have to produce one settler less. All the while you still have 1 settler more for 2 minutes

Non-food crate. I agree 1 extra villager is better my comment was directed at what I assume Gendarme was saying, that in some cases an extra wood or gold crate would be better than 1 extra starting vil. Changing starting vil I think is less intrusive then manipulating starting crates.

Re: Starting villagers

Posted: 12 Aug 2018, 18:04
by aligator92
Haha, I thought he was referring to the food crate that was removed from Ports when the 7th villager was added and was wodnering why he worded it so weirdly. Never crossed my mind, that he could be talking about something else.
In that case I agree. We saw how big the impact of an early TP is when the wood crates of Iro were replaced with food crates. Can't see an additional coin crate ever being better than an additional vill though

Re: Starting villagers

Posted: 12 Aug 2018, 18:07
by DjinnOfSorrow
Coin probably not unless it allowed for hunting dogs super early for someone who would need to mine it. Wood is the one that usually has the biggest effect or atleast from my perspective.