This was my first Adventure, the first time that I'd play ExtraModMod (not counting a couple of practice games explicitly for this) and my first time playing FFH at Immortal; so I just gave it a try, not doing the kind of planning and ruthless optimisation that would perhaps be expected. I also ended up rushing this a bit - partly because it was mostly played over the Coronation weekend and I also had a family party on, but mostly because I just fell into the rhythm and kept clicking. So this just a summary, not a full narrative, I'm afraid.
Here's my initial setup.
I was very happy to play Kuriotates, with all their buildings that give extra happy and commerce from resources. The idea was to put one of every "doubled" happiness/health and "percentage commerce bonus" resource, plus (obviously) iron and copper (but not horses!) and then cover every other tile with either a copper hill or a gold desert floodplain - the intention being to cottage the latter. The exception was seafood resources, where I decided the cost of pushing a tongue of water to the sea for a harbour was too high; I did include pearls for the Jewelers 10% commerce boost though.
There's one out-and-out error there: the ivory is supposed to be furs! The wines and mushrooms may be considered dubious. I included one gold oasis as a "kick-starter" which I think was also a mistake. Hopefully it's all legal though.
Geographically, the plan was to have a ring of hills to slow down any invaders and provide defensive terrain, but have the city itself surrounded by flatland.
The aim was Altar Victory (ExtraModMod modifies this slightly, making you build the penultimate part but moving the last part down the tech tree a little (to Divine Essence rather than Omniscience). Cardith works OK with this - PHI is key. So I got started and worked towards getting a Pagan Temple up (ugh) to get the Prophet ball rolling.
Here's my initial setup.
I was very happy to play Kuriotates, with all their buildings that give extra happy and commerce from resources. The idea was to put one of every "doubled" happiness/health and "percentage commerce bonus" resource, plus (obviously) iron and copper (but not horses!) and then cover every other tile with either a copper hill or a gold desert floodplain - the intention being to cottage the latter. The exception was seafood resources, where I decided the cost of pushing a tongue of water to the sea for a harbour was too high; I did include pearls for the Jewelers 10% commerce boost though.
There's one out-and-out error there: the ivory is supposed to be furs! The wines and mushrooms may be considered dubious. I included one gold oasis as a "kick-starter" which I think was also a mistake. Hopefully it's all legal though.
Geographically, the plan was to have a ring of hills to slow down any invaders and provide defensive terrain, but have the city itself surrounded by flatland.
The aim was Altar Victory (ExtraModMod modifies this slightly, making you build the penultimate part but moving the last part down the tech tree a little (to Divine Essence rather than Omniscience). Cardith works OK with this - PHI is key. So I got started and worked towards getting a Pagan Temple up (ugh) to get the Prophet ball rolling.
It may have looked easy, but that is because it was done correctly - Brian Moore