Sodium Hydroxide Wrote:Well what do you want us to say? "Give us screenshots of your empire naow!!!"? :-P
"Give us screenshots of your empire and we'll send you money" would be better.
Quote:Seriously though, I would be interested in seeing a screenshot, and perhaps also a dotmap for future cities. Also, what is your tech plan after getting Aristofarms?
Current tech plan:
Warfare (Military State civic, Form of the Titan, National Epic)
Code of Laws
Archery (increased hammers from forest chops, ability to build lumber mills, archers, mandatory pre-requisite for Stirrups)
Sanitation (+1 food from farms, allows construction of Public Baths (+3 happy, -1h, cost 100h)
Festivals (cheap markets)
Writing (libraries)
Fishing (ability to work coast tiles and build Work Boats)
Philosophy (activates Incense, pre-requisite for Military Strategy and Priesthood)
Military Strategy (Heroic Epic, Great Commander for the first to research)
Mathematics (Gambling houses and Bazar of Mammon)
Priesthood (allows the construction of Priests, enables my world spell)
Knowledge of the Ether (Adepts)
Horseback Riding (Stables + unlocks the Mobility promotion, pre-requisite for Stirrups)
Sailing (allows construction of Whaling boats, trade on coast tiles)
Trade (+1 trade routes per city, allows tech trading (since this is a no tech trading game this will only let me see the techs my opponents have, not let me trade for them but it is still usefull)
Stirrups (Camel Archers)
Hunting (Hunting lodges and hawks)
Animal Handling (Rangers)
Currency (+1 trade routes per city, Money Changers (cheap with financial trait, may come earlier in the tech path to ensure I can build them before turn 140) )
Alteration (Body, Enchantment and Nature nodes)
Elementalism (Earth, Air, Water and Fire nodes)
Sorcery (Mages)
I'd like to fit Masonry and Construction in there somewhere as well.
(dot maps to follow)