Rules and settings:
Settings:
Erebus Continents
Large
Immortal with Increasing Difficulty Challenge
EitB v. 11.1
No Tech Trading
All Unique Features
All victories enabled except Religious (for everyone else)
Opponents:
Clan
Malakim
Svart
Ljo
Kurios
Lanun
Doviello
Calabim
1. We must cast all six rituals, in order. Samhain - The White Hand - The Deepening - Stir from Slumber - The Draw - Ascension. We may only have two conquests before Ascension - one after the White Hand, and one after Stir from Slumber.
2. We must build a Temple of the Hand in every city unless it already contains >50% tundra/snow/ice tiles. May build them in that case but not required
3. We aim to win by Domination, while thwarting any other victory attempts.
4. We've got to build Wilboman at some point.
5. Play as though we were agnostic - no religions!
Roster (and also the playing order):
Aurorarcher
DaveV
Jalepeno
Mardoc
Qgqqqq
Here's the starting position:
Depending on what warrior/scout revel I'd settle either 1S of the silk (where scout is at the moment) or 1SE of silk on the hill.
After moving Scout/Warrior:
A) Settling on the hill gives us:
- Corn + 3 freshwater grassland pre Mining.
- 7 grasshills to mine later + the defensive bonus for the capital
- maximum 23 hpt (palace + center + 7 mines).
B) Settling on the grass gives us:
- Corn + 4 freshwater grassland pre Mining.
- 6 grasshills, no defensive bonus
- max 21 hpt (palace + center + 6 mines + one plains tile)
I think I'm leaning towards A. I like the defensive bonus and the extra mine.
On the other hand our happy is rather high even without any resources (7 with Enchantment mana + CHA) so one extra freshwater early could make sense to choose B, faster growing is what is needed early anyway. It would also give our workers more to do before Mining (other than roading). We do need mining rather early eventually for the silks though.
I think it's basically the defensive bonus + extra mine (A) vs extra farm early (B). For very early game B is better obviously.
Thoughts? Going to play my set of 20 turns later today.
Teching is quite obvious I think: Agri -> Cal -> Crafting -> Mining for the first 4.
Settings:
Erebus Continents
Large
Immortal with Increasing Difficulty Challenge
EitB v. 11.1
No Tech Trading
All Unique Features
All victories enabled except Religious (for everyone else)
Opponents:
Clan
Malakim
Svart
Ljo
Kurios
Lanun
Doviello
Calabim
1. We must cast all six rituals, in order. Samhain - The White Hand - The Deepening - Stir from Slumber - The Draw - Ascension. We may only have two conquests before Ascension - one after the White Hand, and one after Stir from Slumber.
2. We must build a Temple of the Hand in every city unless it already contains >50% tundra/snow/ice tiles. May build them in that case but not required
3. We aim to win by Domination, while thwarting any other victory attempts.
4. We've got to build Wilboman at some point.
5. Play as though we were agnostic - no religions!
Roster (and also the playing order):
Aurorarcher
DaveV
Jalepeno
Mardoc
Qgqqqq
Here's the starting position:
Depending on what warrior/scout revel I'd settle either 1S of the silk (where scout is at the moment) or 1SE of silk on the hill.
After moving Scout/Warrior:
A) Settling on the hill gives us:
- Corn + 3 freshwater grassland pre Mining.
- 7 grasshills to mine later + the defensive bonus for the capital
- maximum 23 hpt (palace + center + 7 mines).
B) Settling on the grass gives us:
- Corn + 4 freshwater grassland pre Mining.
- 6 grasshills, no defensive bonus
- max 21 hpt (palace + center + 6 mines + one plains tile)
I think I'm leaning towards A. I like the defensive bonus and the extra mine.
On the other hand our happy is rather high even without any resources (7 with Enchantment mana + CHA) so one extra freshwater early could make sense to choose B, faster growing is what is needed early anyway. It would also give our workers more to do before Mining (other than roading). We do need mining rather early eventually for the silks though.
I think it's basically the defensive bonus + extra mine (A) vs extra farm early (B). For very early game B is better obviously.
Thoughts? Going to play my set of 20 turns later today.
Teching is quite obvious I think: Agri -> Cal -> Crafting -> Mining for the first 4.