Education research is complete. I decide to take the free revolt to Apprenticeship (+2 XP, -10% unit production rate) now, because if I have to produce any emergency warriors, they might as well start with Combat I for that extra 20% edge. In FFH, you can only revolt every 10 turns as opposed to every 5 in the base game, so taking the revolt early gives me a bit more flexibility later. It will take 10-11 turns to get the first Settler out anyway, after which I can drop Pacifism at any time to produce military units faster.
Anyway, worker #1 arrives in time to build the first cottage, and worker #2 takes one step and builds half a road on the way. The way the Elven forest movement bonus works, 1-move units get charged 0.5 movement points from moving into a forest but 2-move units get charged 1 anyway. So it's still unfortunately necessary to build roads so that the faster units can run from one end of the empire to another.
I needed to give some thought to my road network planning because there are two Raider civs in the game, Perpentach can get it as a random trait, and Malakim have adaptive and can switch to it at any point, so here's the current plan:
(Position of the SW city is still unclear, pending scouting.)
Losing my capital when I've committed to making it my commerce centre with the early Academy strategy is an automatic game loss, since it'll be the best defended location in my empire I might as well make it the transport hub too. The plan here is to be able to reinforce cities from the capital, while making it difficult/impossible for raider units to threaten 2 border cities at once using my own road network.
This city plan will get the following resources:
- all 3 grains (good for the Deruptus Brewery which I'll want to build in my capital as each unique grain gives 10% commerce) and sheep
- ivory, gems, wine, sugar (4 luxuries that require different techs and have the worst possible commerce output for their class... but that's why I went gambling with the Pyre)
- fire mana, 2 open nodes, maybe death mana too (FFH's way of shouting at me to go for Arcane techs in the midgame)
- 8 floodplains
So overall things look decent apart from a lack of natural forestation and commerce specials. A focus on cottages, Aristofarms when the eastern site is settled and getting Priesthood in a timely manner should be the answer to these problems.