XeronX: Just remember, in your build, magic and adventure and diplomacy are disabled. There are alternatives to hunting around for fertile food.
Also, in Elemental, dropping a city isn't necessarily the best idea. The game is about your character, not your cities.
Well I am willing to take it on faith that will be the case come release. But a little more explanation as to why would be greatly appreciated.
From where I sit and my experience so far. You really lose nothing from founding the first city (with the possible exception of some gildar). But in the long run you lose a tremendous amount from not. Let me elaborate on this point.
What you lose from NOT founding a city immediately or close to that.
While you can recruit heroes that add gildar and research. You will fall behind to those players who not only have heroes but also buildings in resource production and research.
You don't have access to the store and considering the starting equiptment of most heroes, even the adventuring ones compared to the general level of nasty's running around. I have found starting adventures to be a tad bit wanting.
You lose access to being able to train troops. And mabey I am wrong but I have found 5-10 trained peasents to be a much more comforting companions in my battles than adventuring heroes. Combined with heroes also this makes for a force I feel can actually handle whats out there. But missing either side and I feel a bit underpowered.
Now I know we haven't really seen much of adventuring and almost nothing of diplomacy or magic. And if you can pull off the balance then it would be truly a herculean feat. And I will be the first to bow at your feet as the ultimate developers. But as it stands now I can only base my assumptions and critiques of your predeccesors in the genre and my experiences in Beta 1 and 2. So again I am just having a hard time wrapping my litle brain around how you intend to pull off this miracle.