Openings for AoI

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leander nikolaus
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Joined: 14 January 2024, 12:10

Openings for AoI

Post by leander nikolaus »

Hi,

I am new to AoI. Can you give any advice what a standard opening is? Is it good to start with a palace, or a school?
Also, should you form a city in the first round if it gives 5vp? How can you do that?
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leafsnack
Posts: 34
Joined: 04 October 2020, 04:33

Re: Openings for AoI

Post by leafsnack »

Your first round in AoI should almost always go one of two ways:
1. upgrade to Guild for 2w+3c, upgrade to Palace for 4w+6c (use Palace ability)
2. upgrade to Guild for 2w+3c, upgrade to School for 3w+5c (take competency tile)

Besides that, you probably want to take a power action, such as 4p->$7 or 4p->spade. You should accept all power leech in the first round (0vp for 1, 1vp for 2, and 2vp for 3) so that you can take one of these, they're very good.

What you should NEVER do on the first round is spend 3 workers -> a spade to dig a neighboring hex. You only start with 6 of them, so spending 3 to dig and 1 to build a dwelling will slow you down for the entire game. It's not an exaggeration to say that if you do "hard dig" with 3 workers on the first round, you will probably lose the game.

If you know what you're doing, there are other openings you can do. But for your first 10 games, stick to those two openings. If there's Palace scoring or School scoring as the round 1 goal, that will probably push you towards building one or the other. If neither are, then Palace is usually better.
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leafsnack
Posts: 34
Joined: 04 October 2020, 04:33

Re: Openings for AoI

Post by leafsnack »

Caveats:
Depending on your first pass scroll, and your terrain/faction, you may be able to do even more things on round 1.

Image

One of the best pass scrolls early is Spade+Book. This will allow you to dig a neighboring hex to your color, and if you have a worker remaining after spending the rest on your Palace/School, you can immediately build a Workshop (house) on that tile. You can always build a School and have enough workers to use your free Spade action, but if you go the Palace route you'll still need one more worker.

Other pass scrolls like BigBuildingScoring+Worker, or CultAction+2 Workers, give you the extra worker needed to build another Workshop (house) on a neighboring hex. But if you pick one of these two, you'll still need a spade. You can get this either by doing 4power->Spade, or 6power->DoubleSpade, so just make sure you leech some power so you can have enough to use those power actions.

Some more niche scrolls round 1 are TempShip, Priest, and 4power+2c. TempShip grants you one shipping level for this round only, so if one of your starting hexes is 1 river space away from another hex of your native terrain, you can build an extra dwelling across the river (or maybe even two if the stars align). You'll also get 2vp for each dwelling you build on a river this round. The priest scroll lets you get ahead on a cult track before anyone else, which can also be very powerful round 1 (especially if you also take 3power->priest, so you have two to send to cults). Finally, scrolls that give you power like 4power+2c get you much closer to being able to take powerful power actions, such as 4power->2workers and 6power->DoubleSpade.

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Every terrain is good for its own reasons. But certain ones are more useful in round 1 than others.

Red gives you an extra worker to start, which will allow you to build both Guild+Palace (6 workers) AND potentially use 4power->dig to build a Workshop on a neighboring hex.

Black gives you an extra priest to start, which can be converted to a worker to do the same thing as Red, or just to send to a cult to get started on that right away. You also start with 9 power in bowl 2, which is enough to take any 4power action immediately, so that should probably be your first move before upgrading to your Palace/School.

Yellow gives you an extra spade to start, which you can immediately use on a neighboring hex that's 1 terrain away from your color. You'll still need a worker to build a Workshop on that tile, but if you start with a School or get an extra worker from another source you're golden.

Blue starts you with level 1 shipping, which depending on where you start will let you also build another Workshop across a river. Again, you'll still need a worker after upgrading your buildings to take advantage of this round 1.

Lastly, Goblins and Psychics start with an extra worker inherently, which gives them more flexibility in openings. They can guarantee Guild+Palace and still build a Workshop, as long as they have another native hex to build it on (probably 4power->spade). Inventors start with a competency tile which can give them more resources round 1. Illusionists get cheaper power actions, so they can more reliably take power actions round 1 than other factions. Monks are usually the only faction that can town round 1, but because they start with no Workshops you're going to be highly reliant on getting spades in the first round.

TL;DR: Plan on upgrading Guild+Palace or Guild+School round 1, and then see what else you can accomplish with spades, power actions, workers, and your faction's unique juju.
leander nikolaus
Posts: 2
Joined: 14 January 2024, 12:10

Re: Openings for AoI

Post by leander nikolaus »

Thanks alot, this is very useful.

There is one other question I have.
If there is a palace/sanctuary round 3 or later, does it make sense to delay your palace?
For which palace tiles does it make sense to do this?
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leafsnack
Posts: 34
Joined: 04 October 2020, 04:33

Re: Openings for AoI

Post by leafsnack »

leander nikolaus wrote: 23 April 2025, 13:53 If there is a palace/sanctuary round 3 or later, does it make sense to delay your palace?
For which palace tiles does it make sense to do this?
It depends. Palaces either give you stuff immediately, or they give you an ability/income to re-use for the rest of the game. In both cases, you usually want it as early as possible. Only with tile #17 and maybe #15 does it not really matter when you build it.

Round 3 isn't awful for BigBuilding scoring, you can build Workshops and Schools in the first two rounds then Palace in the third. But rounds 4-6 is pushing it a bit in most cases, you probably should build it in the early game if so. You're more likely to build your University in the later rounds with BigBuilding scoring.

But also, 5 points isn't that much. if BigBuilding scoring comes up in rounds 4-6, you can either skip it or build a University if you do want those points. The players who have delayed their Palace to that round will probably be much further behind than you, so them getting +5vp over you isn't such a big deal. The BigBuilding pass scroll is kind of better anyway, giving you +4vp for one Palace/University and +8vp if you have both. Being able to use that scroll 2+ times after early big buildings is going to generate way more points than saving your Palace for a late round.

Building a Palace ASAP is good not only for its ability, but because it's a 3-power building. Hitting 7 for your first town will be much easier if your Palace is built early on.
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