I believe it was said somewhere that you get pantheon beliefs from all religions in your cities. So one religion could have desert folklore, and another the stone/marble faith bonus.
Sorry about that absence (a lot happens in one day), RL got in the way of the forum.
Seeing as how the poll is already up, I'll follow whatever is the majority in said poll, although I still support mysticism. We shouldn't rush at such an early stage of the game and end up hurting ourselves due...
There's one turn left for research. I'd go with mysticism, because the only benefit from husband is horses if it is even near us. We probably want to pop borders soon, so mysticism works there.
I would say Caribbean Sea, to go with the Haiti thing.
Also, could we not use red for the text in the map. For a person with red-green colorblindness, this makes the map difficult to impossible to read over jungle/forest. I would recommend blue for land features and red for oceans.
Possible technologies to research:
Fishing (10): Can work water tiles, Can create Fishing Boats.
The Wheel (14): Can build roads, Chariot, War Chariot, Immortal.
Agriculture (14): Can build Farms.
Animal Husbandry (20): Reveals Horse, Can build Pastures.
Archery (12): Archer.
Mysticism...
Definitely, but should it be mandatory with DoW? A weak enemy needn't cause disruption, but we need to stop to strategize if a more powerful enemy (like one would even exist) decides to attack us.
It's true that this depends an our build queue to a degree, but I feel that it's separate enough to be it's own discussion. With building a worker, both techs work, it just depends on which one we feel is more important now. If we are building a scout first, both techs can be researched around...
is unclear. Is the required amount of time to play the game 3 days or 7? Or did you mean that "The current guidelines state that 3 days should pass since the last Turn Session before a new Turn Session, and no more than 7 days should pass without a Turn Session." or something like that.
We need to include a turn date of start of the "To become Tsar/King you must participate in at least one turn session as a member of the Council of Princes." so the law allows a Tsar/King for the beginning of play.
Also, clarification is needed in the ratio of votes needed for a person to be...
The problem with BW is the amount of research needed. BW, when compared to Agriculture, is x2 more expensive. I feel that we need to create at least a small economy, so a Agri->BW->Pot (We need the wheel somewhere in there for connecting resources, likely at the end) could work well.
We get a...
Please use this area to discuss technology and research routes. I need to know what play style we are planning to do in order to create a preliminary research path.
Possible technologies to research:
Fishing (10): Can work water tiles, Can create Fishing Boats.
The Wheel (14): Can build roads, Chariot, War Chariot, Immortal.
Agriculture (14): Can build Farms.
Animal Husbandry (20): Reveals Horse, Can build Pastures.
Archery (12): Archer.
Mysticism...
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