So after a few turns of nothing we get a few significant events happening at once. The first of these kind of stretches the term "significant though". One of those useless star sign events that I talked about before. If I'd been in the Empyrean religion I would have gotten a free golden age. As I'm not, can never be and the religion doesn't even exist yet I left the event before taking a screenshot.
The next thing that happened was the discovery of another rival lurking in the fog, like some kind of evil fog lurker.
Hi ho, hi ho...
The dwarves have been contacted and I'll need to send them a diplomatic message of greeting.
An interesting promotion is on their explorer. The sort of blue-white pic next to guerilla in the list of promotions is called "Spirit Guide". It's a promotion that passes around the experience of the unit that holds it upon that units death. I believe it only passes to units on the same square... Combat wise it won't matter though.
What is interesting is the method of procurement. Spirit Guide is not gained through experience. The Elohim civilization have access to it through a special building but other civilizations only gain it through exploring dungeons. So we know that the Dwarves have been doing that. I would normally leave dungeons until I have a decent force ready to deal with potential enemies. They can give very good results like free great people and special items, middling results like minor damage to the unit or promotions like spirit guide, or they can give bad results. Bad results unleash powerful barbarian units onto the map. An early ogre or wraith can destroy civilizations. You are more likely to get good results with recon units, and higher level units roll on a seperate table. Hero units are best of all.
A lot of the unique features that we'll hopefully be finding are "epic dungeons" which contain only very good and very bad results.
Anyway the third big event of this turn is the fact that my settler is just about to complete. This means I need to have a second city location planned ASAP.
Here is the map of territory. There are some annoying blanks in there, particularly to the south west. After the elder council completes I'll be building some scouts to try and extend my view into those areas.
You can see there are a lot of food resources but not too many happiness resources around. Just incense and cotton easily. With the fact that I'm charismatic and the enchantment mana from the palace that should do for now, but in the long term I'm hoping that there is some more happiness nearby.
You can also see the three(ish) proposed city locations. None of them are west of my capital. I'll go over them more closely.
Location A was the first potential site I found. It eventually closes off the Northern passage with my cultural boundaries, and it has cotton and wheat immediately workable.
I'm discounting this location for the moment because of the Barrows. That just makes it too hard to defend.
Location C is decent. It has incense, a plains hill plant and corn, as well as nearby rivers. I think however that it doesn't really enhance my position much compared to location B.
Location B1 and B2 both push me towards the location I estimate Sareln to be in. They also help me to reach the Frigus with a later city plant. Both very useful as far as location goes.
Location B1 has immediate access to cows(which the capital isn't using at the moment) and will have later access to wheat. Location B2 has a plains hill plant and immediate access to (dry) wheat. Given that I want the city to quickly crank out a set of warrior bodyguards for my priests I'm leaning towards B2.
There are no rivers in the immediate area. The terrain can thus be safely terraformed in the near future with Temple of the Hand to remove that irritating desert.