Yeah, I'm still keen on this (in Salem now, ~2 weeks till I get back).
If we have lairs and dungeons, I don't mind leaving huts off.
Other advice:
A random other idea: while I liked the juices start last time, it might have been a little too quick for some things. What would ya'll think if we instead all had the first ring techs (exploration, ancient chants, agriculture, crafting) plus one second ring tech based on the civ? For instance, Hippus could choose to start with animal husbandry, Malakim with Mysticism, etc. Plus a worker.
My main feeling was that some of the early military plus religious techs were too easy to get to.
If we have lairs and dungeons, I don't mind leaving huts off.
Other advice:
- The issue with cultists/lakes is primarily about the number of land tiles they have adjacent to them/the proportion of conflict regions they cover. Little lakes expand those enormously (plus give safe havens for cultists, but not as big an issue) so should be avoided. Relatedly, fast-moving water units (galleys start with access to 4 moves, pre mobility, Lanun, and a level one spell) so you should avoid a scenario where players are likely to be overexposed on the coast. E.g. a squat landmass with coast but where <20% of the average empire is on the coast seems reasonable, and where border regions are not dominated by water adjacent tiles (it's fine if part of the border has a lake, but it shouldn't be all of it).
- Early game resources/commerce don't matter as much if we go for the extra techs we did last one, but note that food is relatively less important (as long as irrigation is available), commerce is a bit more important (and calendar/wines are available pretty quickly), and forests can be a bit of a stranglehold. Animal husbandry and fishing resources have an asterisk next to them.
- Irrigation is quite important generally, and can make and break a city. Note that tundra can't chain irrigation. Desert is less bad as it can be sprung.
- Strategic: 1-2 mana each. I'm slightly partial to typed mana, though it doesn't generate naturally so wait for others on that. I'd be inclined to 1 safe mana and one contested. Copper, iron, mithril, gunpowder, horse, incense, reagents should be safe with each player (even though half don't really matter. There are some civ-specific strategic resources - deer, gems, pigs come to mind, but honestly I'd suggest just checking those after civs are selected.
A random other idea: while I liked the juices start last time, it might have been a little too quick for some things. What would ya'll think if we instead all had the first ring techs (exploration, ancient chants, agriculture, crafting) plus one second ring tech based on the civ? For instance, Hippus could choose to start with animal husbandry, Malakim with Mysticism, etc. Plus a worker.
My main feeling was that some of the early military plus religious techs were too easy to get to.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
