Very busy yesterday, so letâs revisit the post I couldnât make on Tuesday.
It sounds like weâre a turn or two further on, but I think I like the idea of looping the scout around looking for city sites. On the basis that the north is jungle, and the other scout is heading that way anyway, Iâd probably head on a fog clearing circle back to the south.
On the dotmapping:
Itâs difficult to argue against Thothâs dotmap based on what we can see. My one reservation is on the amount of overlap. This could be my SP mindset talking, but weâre on a big map which seems to have lots of resources for health/happy, so it would be nice to have cities well spaced to use as many tiles as possible. Iâd draw a different map if Mardoc let us have an up-to-date screenshot
. As an example, moving the cow/rice city 1 NE (as Mardoc ponders) takes away the overlap, puts all three resources in the inner ring, and the only downside I can see is the lack of hammers until the borders pop. However, it can work the three resources and some Agrarian farms while building workers, and still leaves space for a pretty strong spot south of the dyes, and another city below that taking the deer. Iâm not of any strong opinions, yet, though.
On the trait switch and arcane gameplan:
Org does seem like a reasonable choice, especially if weâre REXing like mad, and throwing up coastal island cities. We actually canât be certain that all the land we can see is islands â itâs possible the map uses water to separate starting areas, and still puts us all on the same landmass. The fact weâve found two âcoastsâ certainly doesnât support the idea of a large âroundâ pangea.
Going with Mages (along with Org) is fine, as they do give you more flexibility if you can find the mana. Weâve only got sight on a couple of nodes so far, but hopefully that resolves itself. A bigger problem is that the Amurite Worldspell is in play. On the plus side, Arcane techs also fit well if we do go OO as our religion as it puts us close to Hemah.
On OO vs. Drama
Iâll probably just add to the waffle here.
The religion is roughly half the beakers it costs to get Festivals and Drama. However, we want Festivals anyway and getting to Drama first can give us a great big pile of beakers via the Great Artist. The ideal, of course, is to get to both first.
Iâm inclined to think that an aggressive settling plan means weâll need culture sooner rather than later. The cheaper tech, plus a holy city and a free Zealot (that cost less than the hammers weâd use from Drama) seem like a reasonable choice.
Oh, and I enjoyed the reference to a relatively obscure Queen song. Letâs just hope that Falamar, the Good Old Fashioned Lover Boy, turns out to be a winner.
Mardoc Wrote:I think I'm going to loop the scout to the north or south, now that we've got another coast. Probably the south, the new scout is headed northward.
It sounds like weâre a turn or two further on, but I think I like the idea of looping the scout around looking for city sites. On the basis that the north is jungle, and the other scout is heading that way anyway, Iâd probably head on a fog clearing circle back to the south.
On the dotmapping:
Itâs difficult to argue against Thothâs dotmap based on what we can see. My one reservation is on the amount of overlap. This could be my SP mindset talking, but weâre on a big map which seems to have lots of resources for health/happy, so it would be nice to have cities well spaced to use as many tiles as possible. Iâd draw a different map if Mardoc let us have an up-to-date screenshot
. As an example, moving the cow/rice city 1 NE (as Mardoc ponders) takes away the overlap, puts all three resources in the inner ring, and the only downside I can see is the lack of hammers until the borders pop. However, it can work the three resources and some Agrarian farms while building workers, and still leaves space for a pretty strong spot south of the dyes, and another city below that taking the deer. Iâm not of any strong opinions, yet, though.On the trait switch and arcane gameplan:
Org does seem like a reasonable choice, especially if weâre REXing like mad, and throwing up coastal island cities. We actually canât be certain that all the land we can see is islands â itâs possible the map uses water to separate starting areas, and still puts us all on the same landmass. The fact weâve found two âcoastsâ certainly doesnât support the idea of a large âroundâ pangea.
Mardoc Wrote:Command Posts require no tech to use, just a booming econ that can spare 120 hammersThis might be me being stupid, but I thought you needed Military Strategy to unlock Command Posts. Was that changed in EitB?
Going with Mages (along with Org) is fine, as they do give you more flexibility if you can find the mana. Weâve only got sight on a couple of nodes so far, but hopefully that resolves itself. A bigger problem is that the Amurite Worldspell is in play. On the plus side, Arcane techs also fit well if we do go OO as our religion as it puts us close to Hemah.
On OO vs. Drama
Iâll probably just add to the waffle here.
The religion is roughly half the beakers it costs to get Festivals and Drama. However, we want Festivals anyway and getting to Drama first can give us a great big pile of beakers via the Great Artist. The ideal, of course, is to get to both first.
Iâm inclined to think that an aggressive settling plan means weâll need culture sooner rather than later. The cheaper tech, plus a holy city and a free Zealot (that cost less than the hammers weâd use from Drama) seem like a reasonable choice.
Oh, and I enjoyed the reference to a relatively obscure Queen song. Letâs just hope that Falamar, the Good Old Fashioned Lover Boy, turns out to be a winner.


. I'd just rather if you were wrong
