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I get 8 points. 5 of them are spent on a luxury line that happens to randomly be 5 points this game. Which one doesn't matter enough to consider paying 6 points, and the income is good enough to cover every dangerous glade event that wants that luxury for the whole game. Incense/scrolls/tea glade events are extremely common, and training gear can be exchanged at caches for those other glade event inputs even though training gear events themselves are a little less common. Either way, there's no urgent need to spend blueprints and worker time making one-star luxuries in the early game, or dump large amounts of cash into one of the specific traders that carries them.
The other 3 points get spent handling the P19 penalty. Whichever is cheaper of amber or provisions is good enough to get me started, and if neither of those is 3 points or less it is technically possible to get meat or eggs and manually make provisions out of them. Trying to sell things to a trader to be allowed to open glades is absolutely excruciating, particularly since you're on your starting glade and you might not even have anything your first trader wants to buy.
That leaves nothing left over, or maybe a single point for an extra stack of food. A lot of those other embark options are nice, but these two options solve major problems that need to be handled.
I took a lot more varied embark goods before P19.
- Check the race combo of expedition group 1st
- Check what luxury resource they like
- Pick a luxury delivery line that cost 5 point
Then maybe
- provision
- extra food
- building material that cost at most 2 point.
2 settlers (more labor never hurts early on), coal if I don't have it (glade events), building materials if I don't have them (basic or processed depends on points left), and some basic food with the excess.
- Oil
- Amber or Provisions
- More people or more food