I've been playing a SP game as Luichirp Luchirp Luchurp the Golem Dwarves and, while it's been a bit of an AI ROFLstomp it's nonetheless shown me what a fun civ they are. Would have been nice if the pending building changes had made it into v12, but I'll make do.
[Spoilers] Dreylin plays a Beeri builder
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Naming scheme will be ancient technologies / mechanisms such as:
Simple Machines and Ancient Technologies In a similar vein, I might include The 5 best toys of all time at some point.
Your start:
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Expanding a bit; for a "generic civ", the canal / choke spot has a high weighting because it allows immediate access to both bodies of water and transit between. However, a "generic civ" is unlikely to go for an early Masonry which would enable a (new!) Fort to allow that connection. Luchuirp will certainly have an early Masonry for Construction, and thus some more flexibility.
I can't see myself going for an early Calendar (vs. Mining), so the Silks are not a strong draw. If there's a grain to the SE (& a river?) then I would consider a move to put the Capital away from the coast.
Yes, it does.
Like I said in-thread, choice is no illusion. You do have opportunities to go where you want.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Moved the Settler 1E onto the Hill (Dwarven movement FTW):
Nice looking land, thanks Qgqqqqq! The Corn to the South looks to be dry and the Incense is Desert, so less appealing. The Floodplains area to the East will be lovely down the road, but I can't see a lot of production ... and since the Mud Golem is not a foodhammer unit, that would make it a slow build. So I chickened out and went back to the starting spot: Password is: |