Ok, fallen a little bit behind in responding to Elvish High Council, so let's do a bit of a response dump here, then I'll see if I can get that Hippus post up as well. I suspect you won't see the turn report until later today, unless the save moves around very quickly in the short term.
Agreed. Particularly considering my personal tendency to change my mind 39 times when playing FFH.
I suppose its an option, just sort of suspect the GP counter will be well out of control before then. I honestly wouldn't mind a layer or two of the Altar in a key city earlier anyway, since more Priest XP would be quite useful.
The uncovering of RoP has me thinking my next neighbor in the west is probably about equidistant from it. Just seems like the sort of thing a mapmaker would do. We'll see.
Well, I think if we're talking Hippus or Sheaim, if I'm sure my scout can raze their capital, I'm probably just going to do it. The other Civs I would extort first.
Aye - hopefully the result of a bad lair pop.
Yeah, FFH and tech choices is right. There's no doubt that at least 3 of the obvious city sites are going to require AH, so we'll definitely have to find time for it soonish. Not quite ready to go for it 2nd, since we'll probably have at least 2.5 techs in before we are getting the second city out. But it might have to force its way up the chain of importance.
Yeah - pretty much no way I'd settle a cap on the coast as non-Lanun in this game.
Fully agree here. We're clearly going to have at least 2 coastal cities of some importance in buffering the homeland. Cultist vulnerability does not appeal to me. I suppose your thought was mine, that given the early fishing pop, a detour over to OO once we had the stuff we needed made sense - one of the logical things for spiritual civs to do is stockpile a few priests of many sorts, as it makes your army more versatile. Someone who settled a fishing capital will be far more likely to go in that direction than us, however. Any guess on who it might be, for posterity?
Man Behind the Mask Wrote:Thanks very much. I feel like a very well fed lurker!
Iâll start with your second postâ¦. One thing Iâve noticed (especially, for example, with the RB team in the Apolyton demogame) is that starting with a plan and then working very hard to hone it to perfection can really pay off. I suppose youâve got about three days before decisions on worker micro and tech path start being important, so it is time to get going with the plan.
Agreed. Particularly considering my personal tendency to change my mind 39 times when playing FFH.
Quote:Domination is an admirable aim.We need to find some more nodes soon if we want to think about a Tower victory, and Iâm happy to discount culture and religion. I wouldnât set aside Altar â weâre spiritual, can tech in the late game, will have big cities to run specialists, forest enhanced production for the final push, and a defensive worldspell.
I suppose its an option, just sort of suspect the GP counter will be well out of control before then. I honestly wouldn't mind a layer or two of the Altar in a key city earlier anyway, since more Priest XP would be quite useful.
Quote:Back to the post beforeâ¦.
Iâm happy with whatever you decide about the scout. Itâs safe to say we will meet any civ to our immediate south at some point. There is logic to getting as far from home as we can before all the FFH nasties set their sights on the scouts, and Cheech should already be halfway to a western neighbour. Iâm sure Mardoc will sympathise with a desire to avoid being isolated.
The big picture has of course sent me into a plotting frenzy.
⢠The area northwest of the Pyre looks like itâs forests rather than jungle. A city 1W of the elephant could be food neutral at size 6 or 7 with only one farm or ancient forest (just based on what weâve seen). Iâd say that is legitimate to settle well before bronze working, and is definitely expanding towards our rivals. 1N of elephant fits better from a dotmap point of view, is nearer to the capital, but isnât on a hill and reduces the number of workable tiles.
⢠East of the banana fog-gazes as a line of peaks (very helpful for blocking off our core).
⢠The cotton tile being third ring means we should be able to access the happy without needing to settle that backline location.
⢠I suspect the marble might have been deliberately placed in a âraceâ location, equidistant between two civs.
Let me know if the stream of consciousness or bullet point lists arenât helping. Iâm new to this dedlurking business.
The uncovering of RoP has me thinking my next neighbor in the west is probably about equidistant from it. Just seems like the sort of thing a mapmaker would do. We'll see.
Mardoc Wrote:I can see your argument here, plus it's true that the southern civs are more likely to contact us as well. Really, as long as you keep uncovering tiles, I'll be happy. And if you keep having the luck with huts, ecstatic.
Pick your target for extortion carefully, though. No point in turning a maybe Hippus rush into a certain Hippus rush, for instance.
Well, I think if we're talking Hippus or Sheaim, if I'm sure my scout can raze their capital, I'm probably just going to do it. The other Civs I would extort first.

Mardoc Wrote:And then, we can comment on your comments on our comments.
I bet the lurkers were laughing and laughing at our comments like 'someone's already got the remnants?!?!'.
That does look like a beautiful site. And we're even Creative to get it all in quickly. Remnants is a wonderful thing - by the time we settle, it should be a 5 hammer tile, plus 3 happiness in the city that claims it. If we Spring that tile, it'd get up to a 1/6/0 tile. Very tasty.
On the demos - it looks like someone went warrior first. Always a good thing to see in your enemies.
Aye - hopefully the result of a bad lair pop.

Man Behind the Mask Wrote:And now you've got me logging in at this time of the evening for the latest turn!
That is beautiful, and would fit on a reasonable dotmap with a city 1N of the elephant. There'd be a couple of wasted tiles, but one could be a fort covering both of the two sites once it turns into a citadel. I'm very much looking forward to what you find from the ancient tower next turn. However, I suspect it will be another civ
FFH at it again with the tech choices, though. Now we want animal husbandry for the two pigs and cow.
Hut gold is good at this early stage of the game. Events, upgrades and hammering out the most important early techs all cost cash.
In demo watching, it looks like someone has settled with some water tiles in the BFC. Maybe not enough to be coastal
Yeah, FFH and tech choices is right. There's no doubt that at least 3 of the obvious city sites are going to require AH, so we'll definitely have to find time for it soonish. Not quite ready to go for it 2nd, since we'll probably have at least 2.5 techs in before we are getting the second city out. But it might have to force its way up the chain of importance.
Mardoc Wrote:No, last turn someone had 8000 land, the only way to have water in the initial square is to be coastal. Seems like a mistake for anyone non-Lanun, though.
Yeah - pretty much no way I'd settle a cap on the coast as non-Lanun in this game.
Man Behind the Mask Wrote:Thanks, Mardoc, including for your patience with my ignorance.
It is sort of relevant, since fishing is also a gateway religious tech in FFH.
Given our lucky hut tech, spirituality, and strong desire for water mana, it would have been nice if nobody had the slightest incentive to go anywhere near OO until we really, truly had nothing better to do.
One other observation. I don't think we've seen a single ruins/fort/barrow yet. I don't imagine Ravus was that noob friendly, so there is a chance there are three in a row one tile out of our vision to the south.
Fully agree here. We're clearly going to have at least 2 coastal cities of some importance in buffering the homeland. Cultist vulnerability does not appeal to me. I suppose your thought was mine, that given the early fishing pop, a detour over to OO once we had the stuff we needed made sense - one of the logical things for spiritual civs to do is stockpile a few priests of many sorts, as it makes your army more versatile. Someone who settled a fishing capital will be far more likely to go in that direction than us, however. Any guess on who it might be, for posterity?
I've got some dirt on my shoulder, can you brush it off for me?


We need to find some more nodes soon if we want to think about a Tower victory, and Iâm happy to discount culture and religion. I wouldnât set aside Altar â weâre spiritual, can tech in the late game, will have big cities to run specialists, forest enhanced production for the final push, and a defensive worldspell. 
.


![[Image: ewok1.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/ewok1.jpg)
![[Image: When%20Horses%20Attack.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/When%20Horses%20Attack.jpg)
![[Image: archer.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/archer.jpg)
![[Image: warrior.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/warrior.jpg)
![[Image: BW.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/BW.jpg)
Don't say this loud, there's a lot of people disagreeing with such heresy
Knew I forgot something. Though realistically, it doesn't change the power of the Bronze Warrior in relation to this article. Even if it gets me a 3rd Archer, it also gets me another few warriors. Not to mention the fact that Education will necessarily be an early research for us, so we can get a lot of those warriors out at 2 XP. Thinking about this as I was getting ready for work, the biggest argument I can see for Archers is that it doesn't deviate from the desired tech path like BW will. The problem is, the future tech path doesn't matter too much if we're on the receiving end of a nice little stack of horsies/flaming zombies.
I really canât seem to reach any conclusions that I donât immediately want to contradict.![[Image: decisions.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/decisions.jpg)
