Hey guys. Checking in for this quite mysterious game.
I am certainly more of an European socialist, and thus I am less interested in who the team leader is, than how we make decisions. Blubmuz for PM is fine with me, as he seems like an active fellow (which is good in my book). But he gets only organizational power here
Game specifics later, I'd like to make a few comments on the team rules.
-Most of it is how we have always played in WD?, only with the rules being more of the unwritten kind.
-I like a less rigid timeframe on turnsets. This is because there are some turnsets that require more careful planning than others, and sometimes a strict time limit (like 24H) can be detrimental to play quality.
-In Who Dat?, true for at least for the members now here, we have been good at being flexible when it comes to turnset lengths, roster changes and how much detail is required. I hope we can carry on with a similar feel in this game.
-Personally I'd like us to be less flexible in one area, namely in sticking with the PPP. As it turns out (SGOTM experience here

), most decisions are better after being scrutinized by the team, rather than being up to the instincts of the active player.
-Where we failed last time was in activity, and also in being punctual when up. I want to stress that it is of great importance to inform the team whenever real life concerns prevents someone being active here. I lost interest in the last game due to lack of activity in the midgame, and our endgame was very poorly planned as a result.
As for the roster - In WD? myself and pnp_dredd have been the driving force when it comes to early micro decisions. I certainly feel comfortable playing an early set if possible.
Initial thoughts on the game itself
Settling
Settling NNE seems like an obvious choice. It is an extremely good capital site for most of the game, and particularly with Bureaucracy. Fish is the only immediate 5 food tile available, and the difference between having fish or just clams is not insignificant. Particularly with tiles like 2x gold to grow onto. Thus I don't think NE can compete.
First Build
Needs to be tested thoroughly. Options as I see them are
-Warrior->Workboat
-Warrior->Worker
-Worker->Warrior
A critical piece of information is how long it takes to clear fallout.
Strategy
So, initially, we are in the dark, but we have a powerful capital site (and no other immediately useful sites). I would consider a risky Oracle->CS sling here. Perhaps including scientist bulbing math. Of course, this does not exactly play into Catherines strengths. And we certainly need at least BW off the path, and (yuck) archery if no strategic resource is available.
But even if this is too much, I'd still consider Oracle CoL at least.
Gaining access to copper will be nice. I suggest we get it with our 2nd city if not in the capital. A small force of axemen will keep us safe for a long time, particularly if we can locate a good chokepoint.
Thus I would wait for BW to plan our 2nd city location. Hopefully we can get copper with the rice for an at least decent city. A late 2nd city is probably an ok approach in general, considering that the capital will need to build 3 workboats (1 for scouting), 2 workers (probably) and several warriors anyway, and can benefit from growing quite a bit initially.
As for long term, I am very much partial to a corporation (mining in particular) driven empire for space racing. But a SP powered empire works too. Either way has good synergy with a large scale empire which it looks like we will need.
Metagame
Since we are at war, we can expect the closest AI to be somewhat far away. But if the AI starts with no units like we do, then they might be closer, since they should build garrison archers before beginning to send some to scout. Either way, there seems to be no particular reason to rush to get city defenders.
It is hard to predict much else about the game at this point. But we will certainly have to consider ways to make the AI accept peace (especially if they have huge negatives). Being a world superpower should do the trick though
Questions
-How does rising seas actually work?
-Do we have Cathys normal starting techs? or JUST Ecology?