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Post by Nymerias on May 2, 2014 15:40:50 GMT -6
So we can take a look at the map. The 3 new places that are going to be opening up are going to be ones that were marked with the gray houses for future settlement. So we can try and plan on any of those.
Personally I still think AC and Z are good choices. Y a little less so but with a lot of potential. While the loss of H is noticeable I personally would like to stay in the Southeast somewhat near TEO and T7V. I know we are not officially allied with them, but it will be a fun area for me to play the game based on their ideals.
Completely off-topic (sorta), I really loved how they spent several sentences detailing how we will not be allowed to change the "icon" assigned to our group, so don't even try.
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Post by WxCougar on May 2, 2014 15:49:33 GMT -6
I agree with Nymerias on AC and Z being good while keeping an eye on where those three other settlements will show up. I personally like Z a bit more of the two if we want more variety of materials from our trade partners (we would have access to the only small lake in the initial land rush. Even if it may well be a swamp.)
I also was amused by the icon discussion. Apparently covering for the inevitable "but I want a different icon!". I will laugh if we get some shape other than a circle for irony sake. : ).
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Post by Huran on May 2, 2014 15:59:19 GMT -6
I like Z, it is also a good staging area for those looking to venture into the swamp for PvE.
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Post by lifedragn on May 2, 2014 16:54:42 GMT -6
Might I suggest Y? Unless a letter opens in the woods to the north of AD near that skymetal hex, that'd be awesome too. But okay, I will stop with the shameless self-promotion and leave you to your deliberations! Oops, posted before your mentions of AC and Z - I would also love to see you in one of those spots.
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Post by Lorhayden on May 2, 2014 17:33:30 GMT -6
AC - blocks our ability to expand if our allies are on AB and AD, Z or Y if we are going to be settling next to our allies. Also being in AC will be locking us into a Nation building pattern with the TEO and T7V. Z&Y will not lock us in but will give us the option of being part of the nation. Y and Z will make have us getting our star metal from our allies however. S may be better, Starmetal, land variety and a city for trading goods close at hand. Then again... AC if the folks of AD go east and we expand N then it will all be good and we could take AC.
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Post by spacemuffler on May 2, 2014 19:29:37 GMT -6
H 32% (7) - Taken Z 9% (2) AA 18% (4) AB 14% (3) - Taken AD 5% (1) - Taken
So far the votes look like this for the 8 people who voted (22 total nominations).
Meaning that Z, and AA are still left to us if I understand right.
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Post by WxCougar on May 2, 2014 19:31:20 GMT -6
That is correct, AA and Z are available in the landrush.
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Post by spacemuffler on May 2, 2014 19:43:26 GMT -6
Honestly, AA is a fantastic spot. It means we will be the first settlement most players will walk into after they exit the first town will be ours. We are only 2 hexes away from high security, have the busiest road adjacent to the path up the mountain. And let's be honest, when you play a game like this, the first thing you tend to do is follow the most interesting path, strait up the mountain.
We would be like a Riverwood.
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Post by Nymerias on May 3, 2014 20:23:07 GMT -6
So when we were in the Teamspeak with the other organization I know AA was talked about a good bit. Everything that was true for their groups won't be automatically true for us but some points I do remember having enough merit to bring up here.
I think you have a great point about it likely being a spot where people might first wander to. Having high foot traffic can also have downsides of being the first place that more "bandit-like" (I don't want to say griefer exactly....) wander to when they want to "have fun". That can just be a paranoid response though.
I would argue that Thornkeep should not be considered a source of high security. As the Chaotic NPC settlement their guards might have different levels of response to things than the Good NPC settlement that won't be in the game to begin with.
We would be very isolated at AA. I'm not stating that as a positive or negative. I think it is highly debateable. If we talk about choke points and such where we would be positioned on the map we could be easily surrounded and cut off from aid from allies. Trade paths out of our settlement would also have to take one of two only routes out of the elevation. It would seem to make it a lot easier to learn our patterns and constantly harass our trades lines.
I don't think we should rule it out. It actually still stays high on my list, but I think Z and AC are currently better options.
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Post by lifedragn on May 3, 2014 20:55:35 GMT -6
As we dug deeper into our hex by hex analysis, it was determined that as a non-aggressive group we did not want to engage in fighting away non-hostile elements that may try to gather resources or set up unaffiliated outposts in our sphere of influence. This was a primary reason we decided to move away from the cities. High foot traffic would put a strain on resources our own members and friends would be able to collect. By choosing our location to be somewhat out of the way, we are mostly likely to have most of our visitors there for the purposes of interacting with us in some fashion.
The upside is potentially being able to recruit some of those novice players. I think NPC guards are likely to be fairly consistent from settlement to settlement. But the nature of players coming out of the places could be different in the long term.
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Post by Drake on May 4, 2014 9:18:13 GMT -6
I looked at the small map, corresponded it with the coordinates on the big map and picked where I thought the most likely locations were for the 3 "new" hexes would be.
Two are in a "gap" between other EE settlements, the gap is big enough for both to be added and still be giving reasonable distance between EE settlements. They are both to the north of the southern mountain range. 00.09 - This would be a good spot to consolidate the area for an alliance with TEO and T7V, giving us room to expand as well. This Would actually be my pick if I'm right and it is changed to an EE spot. 04.06 - This is near there, could be a good spot, worth considering.
These are more outliers, they are on the edge of the EE map. 05.01 - This one is just East of Thornkeep -22.08 - This is to the SW of the "Crossroads"
All four of these spots would have proximity to a Skymetal hex as well.
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Post by Nymerias on May 4, 2014 9:22:42 GMT -6
Drake did you take into account that a Goblin reported that none of the new hexes would be within 6 hexes of the ones already picked?
Lee Hammock wrote:
Thew new hexes that were added are not within six hexes of those claimed by the first three guilds so aside from the fact that the old AD and AB are five hexes apart you won't have any neighbors you weren't expecting.
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Post by Drake on May 4, 2014 9:26:56 GMT -6
No, hadn't heard that, well that leaves off the first two Well unless they count travel distance hexes then it just leaves off the first one.
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Post by WxCougar on May 4, 2014 9:31:19 GMT -6
-03.09 is also a potential choice for EE - its forested and away from the swamp that is near Z but is also closer to Emerald Spire.
-06.12 is another potential and very close to a starmetal hex. We'd be a bit more isolated and a bit further from the AC/AB area.
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Post by Nymerias on May 4, 2014 9:34:04 GMT -6
Which really sucks because I think you're right, 00.09 was a really nice looking spot. I hadn't given it much thought because I put a red x through it on my map because of Lee's quote. Now that you point it out I think we should really keep our eye on it though. If we do go for Z, 00.09 might be worth keeping in mind for expansion. I think -06.12 might be just outside the 6 hex cut off. It would be a mono-resource settlement, but puts us rather close to a crater.
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