An Advanced Guide to Initial Settler Moving
*This guide is geared towards H2H. It is much more risky to move settlers in FFA.
Moving your initial settler is becoming a staple in the games of many top players. Specifically, Morte, TyShine, P2M2, Thrasher, and myself. We move our settlers very often, and probably the majority of our H2H games. I’m sure there are many more, sorry if I left you out.
A lot of the newer strategies posted by top players recommend moving your initial settler. This is a skill that requires more than blind luck. This is a guide for those who are saying, “Move my settler? Are you crazy!?”
Why Move?
There are a bunch of reasons why you should move your settler.
Walk-ins
Map Knowledge and barb knowledge
Quick gold
Closer to barbs
Closer to AI
Closer to Human (depending on chosen civs)
Here are a few potential risks of moving your settler
You get blocked by a barb hut and have no trees.
You move directly to a human player (depending on chosen civs)
You settle with no grass and have a bad gold map/can’t take an AI.
What to consider when considering
1. Your opponent. Against poor competition you really don’t need to move. A nice balanced spot will win you every game. A tried and true method. You won’t get any super fast starts that you might have gotten if you had moved your settler, but you don’t need them to win. There is always some risk when moving, so why take the chance?
Against good players I suggest moving almost every time. I have first hand experience on the benefits. I’m going to pick on Thrasher because it is my favorite thing to do and also because we have played a lot of games against each other.
When we first started playing I moved my settler every game and Thrasher did not. I was winning at a clip of 60-70% of games. I consider Thrasher one of the elite players, so this is a great winning percentage. I eventually told Thrasher to, “Start moving your settler every game until something good happens.” It took him a little bit to learn the skill (like anything you get better with practice), but he soon became an expert. Recently, Thrasher has winning the majority of our games. It is very obvious that settler moving makes a big difference.
2. Your civ. Some civs are simply better to move than others. Remember, any civ that starts with no tech or a 20 beaker tech can pick up HBR from a goodie hut. Civs with a more advanced tech can only get gold or a spy. I would only recommend taking HBR if you already have some gold from another hut or a couple naming tiles (or you’re Aztecs).
Aztecs – The easiest civs to move. You start with 25 gold, which means that you can get a walk-in almost every game. You can also get HBR from a hut and get your first horse out 3 turns later. Finally, you can settle next to a barb hut and take in on the same turn (assuming its before 3500 when the barbs usually grow).
Spanish – They are probably the 2nd easiest civ to move. I don’t specifically look for a whale. A naming tile gives you a free warrior and a good chance for a walk-in. If you happen to stumble on a whale with 2 trees, great! I wouldn’t settle without at least two trees though.
Arabs – You want to be closer to the action so moving is a good idea. You can get a 6 or 9 attack warrior army very fast which will take any civ including a human. You are almost guaranteed a cap or gold with the Arabs so that takes out the risk of settling with no grass.
Indians – You can settle on any production resource for a warrior than turn. You also can find some good dye/oak/rubber/ iron spots. Basically, there are a lot of decent spots to settle.
Germans – A warrior army attacks a 4.5 and will usually take a cap early no problem.
Japanese – You don’t need grass anyways so it takes out the risk of no growth. I like to move when I horse rush with them (always in H2H).
Russia – You have a big starting map so it is a little less risky and you can make better decisions on which way to go.
Mongols – It is nice to get a goodie hut for a quick warrior. A walk-in is huge because of the +50% trade.
France – You have nothing else going for you. Why not try to make some luck?
China – You are so good anyways that you really don’t need to risk moving. They are one of the few civs I don’t move unless I know I’m on a peninsula. However, you can settle with just 1 tree and still have 4 production which is nice. You also can build a settler so there is no growth risk.
Zulu – I only move if you are on a peninsula to get closer to huts/other civs.
Americas – you can move and settle at 4000bc b/c of the great person but you really don’t need to. The great person will pick up gold and map knowledge anyways.
English – Finding dye is good if you get a tree too. Just work gold. I wouldn’t move looking for dye, its just nice of you happen to stumble upon it.
Greeks – If you move two turns you can switch out of democracy with no penalty. The courthouse gives you plenty of options for where to settle and you can often link a couple resources together.
Romans – You only need two trees and one grass. Water is optional because you get cities so fast anyways. You don’t really need to move as the Romans though, they are very good balanced.
Egypt – Finding desert is nice as long as you still have two trees.
3. Your early game goals. If you are horse rushing (like you probably should with most civs), I recommend moving your settlers.
4. Your map position. Always move if you are on a peninsula near the poles. Staying there will starve you of gold. You want to be in the middle of the map where there are plenty of AI’s to abuse and barbs to take.
Tips
A general rule of thumb is to move towards the middle of the map. If you start in the middle, move horizontally. You wan’t to be in the middle of everything. Always check your position in 4000 and check the mountain ranges. You know that is land. I like to move away from mountains most of the time as those are bad places to settle. In 3900, check the mountains for any civ borders.
Don’t worry about grass. Assume you will take a cap or get 100g in H2H. Yes there is some risk, but it is worth it. You only need 2 trees and 2 water. If you know you will get a walk-in, anything will work.
Your first goal is always to get a walk-in on the AI. You need a goodie hut (25 gold), or two naming tiles (1 with Spanish). The Indians can settle on a production resource for a quick warrior too. There is another tread I made about abusing the AI which you can learn more about walk-ins.
If you find an AI but can’t get a walk-in, threaten them for 25g then take it is 10 turns with a horse army.
After 3700, let your opponent move first so that you don’t run your settlers into his warrior.
Don’t panic if you don’t settle in the first few turns. I have had very powerful games when settling as late as 3200. Hopefully you will get a walk-in soon. If it’s 3000, you have no chance at a walk-in so you better be settled.
Start moving with the Aztecs. They are the easiest to learn with. After 30-40 games you should have a good understanding of the concept.
Move with caution when playing against the Zulu or Aztecs.
You will probably lose some stupid games at first. This is a skill and it takes practice to master.
As always, feel free to add anything. I will try to update it when I get some feedback.



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