Oh, I thought they were a colossus instead of a movie?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOLERS] yuris125, Pitboss 71. The battle Warrior of Light is unlikely to win
|
Oh, I thought they were a colossus instead of a movie?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
They're Moai in the base game
+1 hammer on the city’s river and water tiles Can only be built in a coastal or riverside city (+1 hammer on rivers is the base effect of Levee, +1 hammer on water tiles is unique to Dutch)
Oh; I was thinking of Feitorias. Ignore me!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Your start:
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Thanks Q!
That doesn't reveal much, but I do like what I see. Coastal for the Dutch (in case Dutch uniques becomes relevant), plenty of forests for Great Lighthouse or other wonders (will try to preserve as many as possible, although chopping workers and settlers is too efficient to be ignored), obviously gold, and presumably there's some food in the fog. Likely Mining - BW first, unless the capital's food resource is AH-based. Worker first, which means almost certainly sip, don't think there's any tile which would make losing a turn for a move worthwhile. Looks like NE scout move to begin with, I think the tile 2N of the start is non-forested, and I'd like to know what it is. I see there're non-forested tiles to the south, but I can't see a scenario where it's correct to move the capital south, off the coast. Whereas a move north is theoretically possible
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Well, that's a start alright
What's noteworthy is that apart from the 4 resource tiles, there's no great tiles to work, it's all plains hills. Won't be surprised if I end up moving the palace. Looks like a powerhouse of an early game capital though Feels like I will want Wheel sooner rather than later, just because moving units around will be a pain with this terrain. I'd say research priorities are Mining and Wheel, then BW (for chopping more than slavery), then AH (AH may need to be bumped depending on surroundings). Will need to test Mining vs Wheel, but gut feeling is that if I can get away with Wheel first without delaying anything important, that's the way to go
Password is limsa
Didn't pick a tech yet, but both Mining and Wheel will take 4 turns, so both can be finished before the first worker. Desert to the north suggests that we won't be going in the direction for a while, so tentative worker plan (without simming) is to go improve the corn, on the way back road the hill N or NE of the capital, then go over to the gold. The real question is whether I want a 2nd worker, and how soon. Again, without simming, guess is that I should go Worker - Warrior - Worker at size 2 working the corn and the gold. The second gold ideally should go to the 2nd city, hopefully we find more food to the south Going to pick up the hut with the scout next turn, it can be claimed in 5 turns with a border pop, but who knows how close neighbours are, would rather not risk it 42g from the hut, and more plains tiles. Moving SW and probably W next turn, before turning around to scout the area south of the capital. Don't want to move too far away from the capital in case border pop reveals more huts to pick up Can animals spawn from T0, or do they not spawn for the first few turns? |