Today we played a blitz session with all four players online at the same time. I was expecting to knock out about a dozen turns, but we played 27! The game is well underway now, at the cost of my Saturday afternoon. I had several more events:
Civilizations have a starting alignment in this mod: Good, Neutral, or Evil. You can see the current alignment for each civ on the scoreboard. This event is for Evil civs; there is a corresponding event for Good civs, but none for Neutrals, making this a null event. Had I been evil, the first option would have let me pay 50 gold for a great prophet (!), and the second would have given me 40 beakers.
The first option is only available if I have Octopus Overlords as my state religion, and gives 20 turns of +1 happiness. Temporary happiness is very situational, and I almost always take the free money even if the first option is available (which it wasn't here).
Free beakers, yay! There are bad events, too, I've just been lucky so far.
More free money. The first option is only available to the Illian civ, who worship the god of Winter.
Most civs follow the BtS strategy of cranking out a worker first, while researching the techs needed to improve your surroundings. For the Lanun, it's better to go Fishing first and crank out some workboats. I was just playing in my sandbox, until turn 25 when Aurorarcher appeared out of the fog:
Combat promotions are twice as effective in EitB as in BtS, so his combat I warrior has a +20% bonus. This makes his survival in the wild a little more likely, although he can still lose to a griffon or tiger (strength 4, move 2) if he's on flatland or gets a bad roll on defensive terrain, and he still has to watch out for scorpions and spiders (strength 5, 1 first strike) and bears (strength 5, no first strike). I sent my units scampering back to my borders after turn 5 to try to avoid the animals, who spawn on turn 6.
We danced around a little; he didn't want to move into a 2 vs. 1 situation, where I probably could have killed him. He finally wandered back into the fog to the northwest.
You can see the fruits of my fishing boats: netted fish, and two pirate coves. Pirate coves are an improvement that can be built by fishing boats; the boat is consumed just like when it nets a seafood. Pirate coves upgrade like cottages, with two upgrades available: coves start at +2 commerce and upgrade to harbors in 6 turns; pirate harbors are +1/+1/+3, and upgrade to pirate ports in 13 turns; pirate ports are +2/+2/+4, which is a really nice tile. Pirate coves can't be built on top of seafood, can only be built on coastal tiles, and must be three tiles apart. Optimizing pirate cove placement is a cute little minigame, and frequently determines the best city sites.
Fast forward to the present:
My two coves have upgraded to harbors, and have 6 and 9 turns to go before they're ports. I built a worker after the workboats; he's finished farming the rice and is working on a plantation for the cotton. Building all those workboats has put me behind the progress of the other civs, at least two of whom have planted a second city. That means the barbs will be showing up soon.
Graphs and other data: