All right, I'll shoot first !
First of all, welcome to our new members, dima42, LordParkin and soundjata !
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Now, random thoughts about the game :
I/ We are going to save a lot of time discussing the choice of first tech....
II/
AP victory is in.
The special condition on Hindu is here to prevent AP cheese, but still, in a normal game, a "genuine" AP victory would mean:
Found Hindu --> Bulb Theology (Oracle + PHI = early GPro) --> Focus on production for AP, Missionaries, (settlers for gift cities ?) --> Grow your cities + suck up to your neighbours --> Win.
This would make for a very dull SGOTM. So one has to wonder what the mapmaker has imagined to prevent this.
So I took a look at the settings of the game :
-
8 AIs :
that's 2 more than the regular setting, but without any knowledge of the map, it doesn't tell us much. SGOTM 14 had 8 AIs as well but it was far from being crowded (quite the opposite actually)
-
No city razing + City flip after conquest :
definitely something to keep in mind IF we go to war, but war may not be mandatory here (again, depends on the map, do we have room to expand or not?)
-
Aggressive AIs :
I don't have much experience with this, but iIrc it makes all AIs more inclined to go to war
with anyone, not the player specifically. So while we would have to be extra careful with our diplo, it could make it easier to put them up against each other, which is good for a diplomatic victory
-
No tech brokering :
this means that any tech acquired through a trade can *not* be traded back to other AIs. Very important if we want to climb the tech tree cause we would have to focus on researching "monopoly techs". In the context of an AP win, this is less important but it will make it a bit harder to get good diplo modifiers with our neighbours. Nothing dramatic though.
-
No Vassal States :
very important if one's going for a "Diplomation" victory, but I guess we'll agree that an early AP victory is quite different, so this setting won't make any difference.
-
No Goody Huts, No Events, Unrestricted Leaders :
Irrelevant.
Conclusion : I can't see anything here that would drastically modify the strategy for an early AP win.
However I'm convinced that the mapmaker wouldn't want that, so my guess is
we're isolated.
III/ Settling :
NB : all the following is obviously based on what little we can see from the SS.
- There is a river running next to the stone, so it might be worth taking a look up there.
- I don't like wasting this FP by settling on it.
- I don't like losing those two PH with ressources either. While in general, having stone or marble in your BFC is not such a big deal, here once improved these tiles will be great : 5H from the stone and 4H3C from the marble (which might very well be our biggest source of commerce early on)
- There's been a discussion in the Phoenix's thread about whether to settle on the corn or not. While it seems obvious that this was a joke discussion, there's been a lot of foolishness these days on these forums (especially in S&T), so I just wanted to make sure that we're not seriously considering that. We will need the corn to feed these two hammer tiles anyway.
- So in the end, I'm considering moving 1E, if the warrior can see something good enough in the east to compensate for the loss of two GHs.
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That's all, for now....
