tomatoes, olive oil, olives, capers, anchovies and garlic. Optional: red chili peppers, onion, oregano, parsley, dried tomatoes. You can use penne instead of Spaghetti, also this works very well with wholewheat pasta.
Boil water for the pasta and don't forget to put a little salt into it. Cook them al dente!
Get a frying pan put some olive oil in it and start with the anchovies, garlic and red chili peppers. You can decide to sauté or sear, I prefer my garlic not that brown.
Add tomatoes (canned are better than shitty fresh ones), olives, capers and oregano. Cook then simmer until it's nice, if it gets to thick add some water from the pasta. Plate pasta pour the sauce over it top with a little chopped parsley.
If your tomatoes suck you can always take a few dried tomatoes, put in a little bowl and put boiling water in it. After ca. 10 min. chop fine and add to tomatoes.
Oh yeah puttanesca means whore/slut, enjoy!
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
I've put some thought into how I want to play this game. Most is dependent on tiles and events/lairs.
There is the aristo plan where I ignore the religious tree until I've unlocked Mercantilism, the tech I need to win.
There is the cottage plan where I'd go for an early religion most likely. Maybe via a Great Prophet. If I either got some good deer tiles near by or if I got some coast. Either FotL or OO.
Then there is the early aggression plan where I have to get military early. In that case I'd go for CoS with a GP pop and get Mercantilism via Infernal Grimoire
The general idea is to get the Bone palace and get two GP's out of the golden age. A bard and a scientist. Ideally I can pop Drama with the bard and get another one. The GS will be used for an academy.
I need some key wonders and techs:
Drama, Theater of Dreams and Syliven's Perfect Lyre, while the wonders are save cause no one will build them ever, the tech is a priority. Though it wouldn't break my game if I'd not get there first.
Mercantilism for Mercantilism and Liberty civics. And Feudalism for Hall of Kings and Caste System.
That'll give me +6 culture on bard specialists taking them to +2 bakers +10 culture+1 gold.
+120% culture from civics
+3 free specialists
Let's say I get 15 bards per city thats 150 raw culture per turn just from specialists with wonders, carnivals, reliquaries, Pagan temples, as many religious temples as I can get, theaters, building culture and turning the culture slider to 100% I should be able to get a few hundred culture per turn. I think right after I've discovered mercantilism it shouldn't take me more than 20 turns to win. But thats a looooooong way.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Well, for cultural victory I think you need one of either Liberty or Sac the Weak.
Is Thessa Spiritual? In that case perhaps you will gain the chance to switch between the two without much loss.
Agrarian is a must, so ... probably farm economy? Unless you want the cottages to carry you to taxation/mercantilism, and then switch to something more fitting the bards.
Either way, I think it will certainly be difficult to pull off a cultural victory in FFH, but not impossible.
Your start in spoilers below. Small things may change, like the "way" your start is facing. Nothing major in the BFC, though (maybe just a few hills/forests more or less). Any doubts, ask away.
This is just me writing down what I'm thinking, so it's not really thought through:
After looking at this for a few sec I rejoiced at the sight of Incense. That means spiritual is locked. I've played a little with IND and don't think it makes a lot of a difference. SPI Incense means cheap happy:
Pagan Temple +1 for Incense and +1 for Religion.
Temple of Leaves +1 for Incense and +1 for Religion.
Temple of the Overlords +1 for Incense and +1 for Religion.
(Temple of the Empyrean +1 for Incense and +1 for Religion.)
(Temple of the Order +1 for Incense and +1 for Religion.)
I also plan to use spiritual about every 9 turns.
The thing is I need to stay in Religion, but I won't do that. I'll swap out at least twice for pacifism.
There is a forested deer resource. I can get a GP in 10 turns with Pagan Temple + Reliquary + Pacifism.
This is going to take good micro though. The thing is I can take a religion but I don't have to. If I take one I'd like to have FotL, especially if there are elves picked. And Hunting wouldn't be wasted. Though a 3/0/3 tile ain't fantastic compared to a mine on the same tile for 1/0/4. But with FotL there is a chance for an ancient forest for an 3/0/4 tile.
Dear mapmaker remember to remove the Guardsmen promotion from the starting warrior.
Sandbox (subject to change!)
And attached as .zip
Picks and Turn Order:
Sian - Arendel Phaedra, Ljosalfar (SPI/CRE) Yell0w - Thessalonica of Elohim (SPI/IND) jalepeno - Decius, Calabim (ORG/RAI) The Black Sword - Cardith Lorda, Kuriotates (EXP/PHI-ADA) HidingKneel - Arthurus Thorne, Khazad (IND/ORG/ING) WarriorKnight - Cassiel, Grigori (PHI/ORG-ADA)
Settings:
Special Rules:
No Keelyn, Statis, Volanna
Simulated in-game diplomacy (can only send 1 message to each civ per turn, or a message to everyone)
Lairs on but not located near starting positions
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Just lookin at things, mebbe -> Cal -> Min -> CoL would be a decent start? Changeable of course ... but plenty of com resources to push you to a fast CoL