So, what is the magical place you should be looking for?
+ Enough of flat, usable land. This is indeed the first and foremost requirement.
+ Always plan for full-sized, level 4 colony first hand. Don't give up land for early bonuses, they are not worth that much, and you should upgrade your colony center to level 4 as fast as you can anyway.
(Should be doable within 20 turns from founding the first colony, before turn #30 in game, most of the time. Any additional colony you can upgrade to level 4 in 6 to 8 turns after founding by helping with transfers from your first.)
In your first, balanced colony you need place for:
-- up to 4 farms
-- at least 4 Forts and a War College
-- 12 to 16 lumber mills
-- 12 to 16 metal mines (including 1-3 gold mines, perhaps)
-- at least 10 commerce
-- at least 14 houses (if you have space for all above, that is, can have less for really small sub 10k labor colony)
-- and/or 2 to 6 churches, but you will replace them sooner than later (the bonus they give become negligible once your population exceeds 5k or so), I usually replace them with houses, sometimes with commerce
-- perhaps a tavern... If you ever consider recruiting additional explorers (what may be nice and somewhat useful, but not terribly necessarily in general case)
-- good additional resource space above all that for some little specialization bonus, or another two Forts instead.
+ Access to trade with Europe (Mother Country). It is mandatory for the first colony to have ocean-connected water square within its level 2 territory, as you need to buy goods to advance to level 3. You need dock/trading post either on ocean coastline or a river or lake that is connected to the ocean (by itself or any number of other connected rivers and/or lakes... yes, just as it sounds sometimes you can be well far inland and still be in direct touch with Mother Country. Beware, the trade times may increase fast though).
-- Eventually, you want up to 14 docks in your main commuting city (what gives you 16 trade slots, and 400 capacity per trade when all are upgraded to L4), so not all water squares are that wasted as you may sometimes think, and your first is a natural candidate for such a commuting city (and sometimes it may be also your only city with one-turn Europe trade).
-- A note about fleets - I don't find building ships early a lot of a deal, and even later I tend to use them only to defend my coastline mostly. Instead, I use special "transport" leaders with +10 movement bonus to transport troops inland. Not tried, but they are so fast they even may beat a ship in speed along a grassland coast... they are faster than explorers on grassland, but more affected by terrain penalties.
+ Ideally, all the industries (lumber, metal, farm) should have high bonuses... well, places with (almost) everything at over +100% happens sometimes, but should not be seen as requirement... it is good enough if you can get one resource great bonuses, and one-two bearable enough. If one is less than good, it can be worked around.
-- You can't start in place you can't grow any food at all, but a place that is just not-so-great for farming is often acceptable. You need at least 2 farms at better than +40% bonus to survive long enough to recruit settler (level 4 one, I mean) and build a specialized farming colony not-too-far away. Or, if you have space to waste on that, you can use several even really crappy farms to grow some little food until that (btw farms are quick to get specialization bonus, as they count 4 points each toward it), just to replace with something more useful later, when you have steady supply of cheaply grown food. I tend to reduce farms to 3 or even 2 in my first colony (and supplement the necessarily food from elsewhere) even if I can get better than +80% on them. For me, they are not the best use of land overall (unless operated with over +166% bonus, or on land that have no real other use anyway)
-- It is somewhat hard to get along without any forest in sight, but not impossible at all. Strange enough, there is 0% penalty for mills on desert terrain, the -25% penalty is from grassland only. Even on grassland, you can get up to +45% near river bends or waterfalls (where river runs a slope). you get reduced penalty near sea coastline as well. You can do it counter-intuitive way, build only 2 or 3 really great farms, no more than 12 good mines, but as many crappy mills you will get, the "specialization" bonus then may offset the terrain penalty. I would't keep this order of things for too long though, and reorganize as soon there is a better place to produce wood for me. I overall tend to minimize lumber mils to only little more what consumed by commerce production in all colonies but one or two really great on wood as soon most buildings get to the level 4 in a given colony. That said, the first colony is of course the naturally desired lumber specialist to help others grow fast early.
-- some metal you can make in fact anywhere - metal mines never get penalties, they only may not get any bonus. In the other hand, unlike wood what you only need for building, metal is main resource needed to recruit troops (a L4 cannon costs 32 metal alone), so you will want stable surplus of it even after completion of the colony itself. Mines (especially gold mines), are also very labor-intensive, so, if it ever possible, I prefer to build less of them in better places, than more and worse. Overall, don't sacrifice flatland for mining ground in worse than 2:1 ratio, and even that only if you indeed can get those somewhat elusive above +100% mines (think about this way: you need +120% bonus to make the same two +10% mines could, but you would need also more housing to man those additional mines). Btw, for later colonies, you can use fast leader with a settler to survey resources (by pretending to build a colony and then undo it at the same turn) if you not sure.
Gold mines is a connected, but different topic, the gold terrain bonus is metal terrain bonus -100%, so for Europeans they may get useless in some places, but I never bother to build gold mines worse than +20% unless I play Native...
-- commerce, you get at least 240 gold worth (or more precisely, 24x base price of a resource) per L4 commerce per turn (as it makes 12 goods out of 4+4+4 wood, metal, food). Then again, it uses its own square, if that square can be used for +100% mill or mine or +167% farm, it add up to the same... but goods use less trade-space anyway...
Commerce gets bonuses from special resource gems, and only, terrain nor rivers have any effect on it, it also is ignored for "specialization" bonuses calculation. I probably won't consider building a colony just because of a great gem only, but it can significantly influence my choice of exact location for sure.
(btw, for Native player who do not need any goods for anything (although can make more if get few somehow) gems give bonus for gold mines also.)
-- specialization bonuses. it good to have if opportunity occurs, but don't shoot yourself in the leg to get additional cookie. If it boosts what already great it's great, but making it artificially by filling lot of the ground with average something (or worse yet, removing much of anything else) just for it is barely ever worth it. Most of my colonies (I often build many, 7 and more often) are planed so they can exist without much or any inputs once finished building so I can have very simple trade structure (focused mostly on few new building places) most of the time. Sure, I may sometimes also get a mountaintop-gold-mining town with no farms or mills whatsoever just for the fun of it.
Post edited April 22, 2015 by Enneagon