Sheelba sends her first companions in a exploring trip.
The warrior will search a little but eventually retreat to the safety of culture influence (we all know that, in this game, if our warrior gets too curious he will eventually be nailed by an invisible spider or an out-of-anywhere-sudden-griffon).
Sheelba commands her first goblin with the important task of finding huts and wolfs. - Go!
The Goblin grunts but obeys and immediately achieves early success:
Sheelba smiles beautifully as this will compensate for the fact that the rude Clan has started without an initial technology.
The other orcs do not quite understand the rejoicing, but as they are commanded to research Calendar they quickly get to work.
The goblin continues his exploration, finds a gold resource close by in the west and stretches his little eyes to discern another hut.
What does he find among the next villagers?
(Oh, yeah!, lucky bastard)
Sheelba's eyes glitter as she starts to amuse herself with thoughts regarding a possible and very early Wolf Rider rush.
Indeed, while she dreams on the plan, a wolf suddenly appears (is this an omen?):
Sheelba's thoughts come alive and, with a wicked grin, arises the first and mighty wolf rider hero:
Sheelba also makes contact with the elves' ambassador. Agreeing with a temporary peace. For now.
Sheelba aggressively pushes the first orc worker into his labor and commands that another goblin be trained. It is realized that a lot of tundra is down there.
The second goblin gets on the move and discovers another hut and another most sacred wolf:
Sheelba had immediately stopped the training of a warrior on the previous turn to train another goblin and that decision is rewarded as our second wolf rider cries incoherent sounds to alert the city that another blessed creature has been found:
Sheelba makes further contact with other civilizations but there is not much to say. Sheelba has one thought and one thought only: the civilized must perish; the pure wild will live on.
Calendar is researched and the Clan adopts nationhood and agriarianism (at the same time as Thessa).
Sheelba now gives preference to commerce instead of food and makes her worker provide incense to the city.
A third goblin will search for the third wolf:
Very well, thinks Sheelba, it's time for a decision.
What path to follow? Should she settle some cities up there to grab land and block the other civilizations, eventually settling more cities on the west (less pressure there because of some patches of desert) while beelining code of laws and preparing for a middle game war?
Should she go godking with cottages, two or three small cities more, and go Wolf Riders with good enough economic foundations entering the middle game trying to thrash someone else?
At this point, a head screw pops loose from Sheelba's faithful advisor.
He recommends going straight towards mining, mansory and horseback riding, neglecting cottages or aristocratic farms


.
- "Just work the incense and the future gold

confused

. We had great luck with the benedictions of the villagers (that thankfully also hate the "civilized") and we have two mighty wolf rider heros. I have confidence that our new goblin will surely elevate himself as also another.
Do not repress your Orcish instincts. You were educated among the Bannor, but do not deny the aggressive soul that is within you.
The orcs will not be satisfied with less than full war. You are their new queen and must search to satisfy them. Will you deny them? Will you deny your proud birth?"
Sheelba doesn't need any advice. She already had seen it in her mind.
Warrens and Wolf Riders fast rush is on!
----
(okay, what is going on here? I was thinking that since we got lucky with the huts, instead of feeling that we are cheating, we should use that good luck to do something more dangerous.
I was thinking that it would be more fun and more interesting for a game diary to fully commit to an early rush (well, I think it is) - Orc Style.
So, a new rule is now added to this game besides the previous one:
- no cottages or aristocratic farms before destroying one deity civilization

.
New players reading this should not take this as an example of a "good strategy for the long run" on diety (although it's doable on lower difficult levels). This is just a challenge thing for this game diary and because I think I can make it work in this game.
It's usually better to plant the beginning of an economy first, then attack. This is because that not only you risk crashing economically, but also because you are committed to the success of the very first push. If the very first push fails hard, you may be screwed on diety
- (you should do it with a goblin fort close by: get cottages early or aristocratic farms, set the slider to zero, pillage, consistently buy 5 strength aggressive wolf riders, get mobbing and BAM!).
Is this doable on this difficulty level even with Tholal's mod? - Yes, if you start pushing by around turn 100, 110 (before axemen and archers start coming heavily into play with most civs on pangaea) and make a successful harassment with your early wolf riders.
Very early harassment is key. This means that after we get our third wolf rider (I personally think that you usually need three on deity, although just one on monarch can already cripple someone else) we will pick a target and immediately declare war while setting up the push.
Will Sheelba succeeded? We will find out on the next segment (glup)

.)