I'm having an attack of insomnia, so it's time for a Mid-Turn Thoughts Update!
Yesterday we managed two turns, so when I woke up with the save today, I was hoping we'd do another such round. Alas, it seems that by the time the save got to Jowy, it was too late local. I therefore decided to do some thinking and analysis.
Major Thought 1: I hadn't internalized, until I went back and looked at the setup for this game, that tech trading was off. This is kind of annoying: literally everyone else has incentives to take the bottom of the tech tree relatively early (two HC/Malis obviously want Oracle plays and start with Mysticism, Jowy has a Monument UB and from there hopping to religion opportunistically seems easy enough), I have incentives to get Code of Laws ASAP, so I was hoping I could trade my way to Priesthood down the line and take the faster route. No dice, it seems, so I'll have to either go through three techs that don't offer me much (but which do open the way to Monarchy, which I certainly will want) or tech the much more expensive Currency. Obviously we're a long way off from me having to make this call, but given that I was hoping to focus the middle of the tree for a religion and my "UB," the forced detour is frustrating. Better know now than later, I guess.
Major Thought 2: I opened up an old save to check how many land tiles there are; about 200 per player, which works out to squares of unit 14 and starts 13-15 tiles apart. However, I've spotted this inland water thing (assuming NW is in fact toward the center of the map and not a safe backline peninsula, which I could also see as an interesting design choice), which implies an inner sea, which probably implies islands because I imagine "islands in the center people can duke it out over" would be another interesting map feature (and it would be an ideal spot for the wonder-strategic resources REM mentioned existed but were not accessible early). Though I guess, since I've been cautioned not to assume that this is a Donut map, this could be some sort of Lakes-style map instead, a la that one PB where Sullla and Speaker were smurfing (which I skimmed back when I had more time for reading these forums). Anyway, if it is in fact an inner sea with islands, that'd imply that capitals are closer than a naive calculation would estimate. I wonder whether that will make for early aggression, or whether the lushness of this map prompts sufficiently dense city placement that border conflicts don't arise until later? Better for me if the latter; I'm up against three opponents with strong Ancient UUs!
Yesterday we managed two turns, so when I woke up with the save today, I was hoping we'd do another such round. Alas, it seems that by the time the save got to Jowy, it was too late local. I therefore decided to do some thinking and analysis.
Major Thought 1: I hadn't internalized, until I went back and looked at the setup for this game, that tech trading was off. This is kind of annoying: literally everyone else has incentives to take the bottom of the tech tree relatively early (two HC/Malis obviously want Oracle plays and start with Mysticism, Jowy has a Monument UB and from there hopping to religion opportunistically seems easy enough), I have incentives to get Code of Laws ASAP, so I was hoping I could trade my way to Priesthood down the line and take the faster route. No dice, it seems, so I'll have to either go through three techs that don't offer me much (but which do open the way to Monarchy, which I certainly will want) or tech the much more expensive Currency. Obviously we're a long way off from me having to make this call, but given that I was hoping to focus the middle of the tree for a religion and my "UB," the forced detour is frustrating. Better know now than later, I guess.
Major Thought 2: I opened up an old save to check how many land tiles there are; about 200 per player, which works out to squares of unit 14 and starts 13-15 tiles apart. However, I've spotted this inland water thing (assuming NW is in fact toward the center of the map and not a safe backline peninsula, which I could also see as an interesting design choice), which implies an inner sea, which probably implies islands because I imagine "islands in the center people can duke it out over" would be another interesting map feature (and it would be an ideal spot for the wonder-strategic resources REM mentioned existed but were not accessible early). Though I guess, since I've been cautioned not to assume that this is a Donut map, this could be some sort of Lakes-style map instead, a la that one PB where Sullla and Speaker were smurfing (which I skimmed back when I had more time for reading these forums). Anyway, if it is in fact an inner sea with islands, that'd imply that capitals are closer than a naive calculation would estimate. I wonder whether that will make for early aggression, or whether the lushness of this map prompts sufficiently dense city placement that border conflicts don't arise until later? Better for me if the latter; I'm up against three opponents with strong Ancient UUs!