This first turn will be a bit picture heavy as compared to normal, as I'll introduce things as I go. Few quirks that I notice immediately about Future Age:
1) Start with satellites so you get to see the whole map.
2) Cities start at size 5 with several extra buildings. Settlers are even more expensive.
3) All techs except 2 are researched. The options are Fusion (Great Engineer) and the one that gives Stealth Bombers. I will ignore both of them.
Now, let's see my start:
So, I start with:
3 settlers
3 workers
2 explorers
3 Mechs
Hopefully that's right
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. I start on a plains hill with several nice resources, so I settle in place. Thought about starting on a work boat, then I laughed at myself and picked Fast Worker. And while I'm at it, let's have some fun and get myself a fast worker in one turn to start the game off with a bang:
Originally it said 3T build, so my first two workers took care of the corn and then my other fast worker chopped the forest. Of course, this only works in Serfdom. Speaking of which, my civic choices:
Looks (almost) the exact same as last game. UniSuff for rush buys, Bureaucracy for duh, Serfdom for fast improvements, Merc for free specialists until I have some watermills/workshops, and Paganism because what's the point of paying upkeep on a religious civic when religions don't pop for like 5-6 turns?
So now I need to settle cities. It's much different this time because I get to see literally everything right now instead of poking into the fog. The lesson learned from last game is that you pick your best spots for your starting settlers, because those extra settlers are freakin expensive and won't be around anytime soon! Also, rivers are king, because levees are awesome. So first, let's look at the north. I've marked with a sign the spot(s) where I'm sending my initial two settlers:
(note the grassland wheat - that's fun)
Errr, guess that means I'm going south:
I felt that these were the best two river sites available. It'll make for some slightly awkward placements for cities around these spots, but like I said, that's irrelevant in my opinion - place the best spots available. The Pig/Fur/Cow/floodplains/incense/gems spot seemed like the no-brainer city2. The Rice spot was difficult, as I nearly picked the cow/gold river spot up in the north. In the end I chose this because of more green tiles (read: workshops), as well as it being more efficient with workers because it kept my land closer together. Also, I think the south is probably more important here again.
One drawback to my approach is that I'll have just one coastal city for awhile. This is not wonderful because as we learned last game, the water is key on this map. I'll have just one city capable of building ships for quite awhile. I guess the optimistic side is I'll have just one city that needs to be defended from transports for awhile
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. Either way, I think I'm picking the strongest two sites. I'm curious what others think on this decision later.
One thing I'm thinking Dazed will do is go for the choke. He normally does, but last game was an anomaly of sorts. He's just better at it sometimes, so I need to watch out for that. I'm going to be putting a sentry up here early on:
I'll probably send an explorer up there and keep the mechs in the south... And if he sends a Mech up north, I'll respond accordingly. I'll do a mech sentry net in the south near the middle probably and/or I'll choke him with my mechs. Here's an overhead shot of the whole south as some of it was cut off in the last picture:
Another thing worth nothing is that we are now on a Duel size rather than Tiny. The difference is very noticeable, so I expect this game to be much more heated. I expect this game to be over in far fewer turns. This is another reason why the 3 city placements had to be great river sites. Finally, I'm kicking his butt in the demos as usual:
Never mind the fact that I went first this time.
Questions? Comments? Smart remarks?