Krill, I actually figured GES was just being browbeat by you into Egypt, not that you were actually playing. Still, maximum paranoia is the most entertaining, right?
Sven, our thoughts are perfectly in line here. Thus my immediate regret for picking the obvious. Still, it's what we have. If we have furs, ivory, or deer in our BFC I'll be happy beyond knowing, otherwise...we're in trouble. The Mysticism start is weaker than the rest, but being the only mysticism start helps a little. I'm not going to dink around putting hammers into Stonehenge unless we're near stone, but one of the early religions should help pop our borders, should be worth snagging. It'll be up to C&D and gut feel to decide when to snag one. I have a feeling that the SP crew here might push religions faster than normal. Please scream at me if I interrupt our expansion for religion, though.
I'm feeling the GLH too, but that'll be in hot demand. Half price lighthouse < half price wonder. Still...I do want it badly, and yes, I agree about packing in the coastal cities. The only other wonder I'd kinda like early would be Colossus. Sure, it's a 33% increase for us rather than a 50% increase for Bismark, but if we truly do want to pump coastal cities it will still be very strong. Only thing is, we don't want to slow expansion with any wonder. Darius REX is a city spammer, not a wonder whore!
Sven Wrote:I don't think there's any way to pretend that we don't have the slowest start of this bunch. Three of our opponents get AGI/WHL as starting techs, the other is the only EXP leader, with WHL/MIN as techs. We've got strike one as the only civ with hunting, strike two as the only civ with mysticism, and strike three with no early UU. Deer in the BFC would be a godsend, although I don't think the mapmaker will be so generous. I think a coastal start is probably okay for us, even though it'll probably be the trickiest to actually play out.
War Chariots & Skirmishers are scary scary units that will maul us if we're unprepared, and the other two have uniques that kick in just as our economy does... Hopefully we can setup an empire good enough to blaze past the musket era and into rifles. :D.
We're going to have a very scary first 100 turns. :P. As long as we're remotely competitive landwise when the end of the medieval era rolls around, I think we'll be okay.
The Great Lighthouse feels like it could be really good for us, cheap lighthouses+financial/organized means we don't actually mind whipping them in and working the coasts. Hell, we can pack in our cities like rats in a cage and pretend our sea tiles are fresh river cottages. :P. Strategy of course though, is completely your call here. .
Sven, our thoughts are perfectly in line here. Thus my immediate regret for picking the obvious. Still, it's what we have. If we have furs, ivory, or deer in our BFC I'll be happy beyond knowing, otherwise...we're in trouble. The Mysticism start is weaker than the rest, but being the only mysticism start helps a little. I'm not going to dink around putting hammers into Stonehenge unless we're near stone, but one of the early religions should help pop our borders, should be worth snagging. It'll be up to C&D and gut feel to decide when to snag one. I have a feeling that the SP crew here might push religions faster than normal. Please scream at me if I interrupt our expansion for religion, though.
I'm feeling the GLH too, but that'll be in hot demand. Half price lighthouse < half price wonder. Still...I do want it badly, and yes, I agree about packing in the coastal cities. The only other wonder I'd kinda like early would be Colossus. Sure, it's a 33% increase for us rather than a 50% increase for Bismark, but if we truly do want to pump coastal cities it will still be very strong. Only thing is, we don't want to slow expansion with any wonder. Darius REX is a city spammer, not a wonder whore!
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I write RPG adventures, and blog about it, check it out.