by Eemerald » Sun Feb 01, 2015 3:07 am
just about the cave thing, never build your base around a cave. Early world caves are great for storing items and the such, but people can dig to them and access your area, so just make sure the cave ure using, if you do, is separate and at a distance from your actual settlement.
I think you will find difficulty really getting high q nodes at this stage in the game, most are claimed, but trading is easy. I think like Eve said, having a clay node of some sort close is important, 10 mins is a bit of a trek tbh. When we set up towns the furthest we had to go to is the river by the front gate, because it made burning bricks and transport so much easier. An are which isn't crowded is important. An area where there aren't a lot of other towns, small or big. An area where there isn't a large faction, as peaceful as some are, it's likely they will expand, it's likely they wont appreciate their node areas for curios etc being disrupted, that the mining areas will already be taken etc etc.
I think you also need to think about where you are building, thinking ahead to your space needs. How big will your farms be? your industry area? you living space? your cooking area? etc etc. even as a hermit you need to think about them...unless you're just the messy type with random bits and pieces all over!
I also always consider walls, my inner walls the outer/sniper proof wall, if there's anything that's going to be walled off inside, etc. no point settling somewhere with too many cliffs or restrictions on any expansion you might want or need later.

A (bad) Haiku
I heart Emerald
She hates villagers with lives
Leads with iron fist