by Sarge » Mon Apr 05, 2010 10:22 am
@OP
1) Try find a mine. This will not be possible with a brand new toon, so, make a temp base, grind up LP to be able to feed yourself 1st (fishing, foraging & maybe farming). Catch plaice to improve your perception skill and improve exploration until you are able to see and forage Rustroot. By this time you would also have no problem to get pottery and wheelmaking (to make boats). Make a kiln, make jars and make Rustroot extract. Working on a bit of markmanship over the initial grinding stage also good, cause, as soon as you can trap and hunt, food becomes a lot easier and deer are awesome perception food. Now go prospect. On this map, go far north and far south, that's where the new supergrids were added and since it's fecking far for most and that they are too lazy to trek that way, that's your best shot. Don't just jump off your boat and prospect, every 2nd guy has already done that - make an effort, walk inland. And also prospect in caves. Finding a mine to set up your place, imo, is 1st prize.
2) If finding a mine is too much, then you at least want high q resources where you set up shop. So explore, look for high q clay, water and soil (imo, in that order) and set up your home there, preferably even claim over the node's hotspot if you can. High vq is relative and debateable, but if you can find q70+ clay, you are likely golden, as it will open trade oppertunities to common metal as well as precious metal.
3) Other bonuses to consider, after incorporating one or all of the above, is defense position (difficulty to access, cliffs), restricted enemy angles of approach and a heath/pasture close by.
There are prolly one or two things aothers can add, but off the top of my head, this is a solid approach in finding your new home.
factnfiction101 wrote:^I agree with this guy.