|Djoc Goblin Squad Member|
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Very nice analysis Kazz. A few of my personal observations to consider when reading your data:
- We don't see any small rivers (which might be unswimable and crossed by few bridges and fords) or other small localized land features which may prevent passage and create more bottle-necks all over the map. (Hinted at earlier in this tread).
- Cliffs (and other future impassable terrain features) reduce access to hexes, but they are also a good security factor, preventing access from some fronts.
- "Valid hexes" include both "empty" or "suitable wilderness hexes" - where we will build POIs and Outposts - as well as Monster/MonsterHome/Badland hexes - where I believe we can't build POIs/Outpost but we can look for harvesting/gathering rarer and higher quality resources (correct me if I'm wrong). The way I see it, the value of each is quite different, depending on the plans of each guild. On the other hand, NPC hexes will still give common and lower quality resources, so maybe they should not be completely disregarded.
- One more thing to consider when choosing starting position: closeness to other settlement, including future settlements spots that will unlock later. For example, AC might look like a good spot, but once the two other settlement spots on that mountain are opened, it can become a bit crowded.