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also, you will want your starting seed to be adjacent to inhabitable land, preferably not on an island away from the main continent.
I like to have your supplicant make shadows, so by the time you are done infiltrating the city, you can do well of shadows.
Otherwise, watch some recent playthroughs. snake has a lot of options.
Sorry if this doesn't help much
If you look at the victory points, they also give a clue of what to focus on. Killing people gives far less victory points than most other activities, though it has its place and purpose.
Also, infiltrating next to the starting tomb is almost always extremely inefficient unless you're lucky enough for it to spawn in a densely populated area. It's much better to find a city with several adjacent minor settlements that have 4+ connections to other places. Then you 100% infiltate that city (usually made easier by infiltrating the nearby minor settlements to lower its security and then bribing the guards to lower it further) and use the enshadow action there. Now you'll have shadow spreading down 12+ lanes instead of 2 or 3 into lightly populated areas if you focus on the tomb.
Second, you really want to pick a long-turn goal to pursue. You have 3 choices there. Win by shadow, win by murder, or win by deep ones. Theres also madness, religion, and orc focuses but those are better saved until you have more experience. Since you're playing the snake, it's easiest to prioritize shadow. This is also the most newbie friendly because the mechanics are relatively simple.
1: pretty much all your mana until the last couple seals should be spent on the infiltration spell. This saves your agents a buttload of time, and infiltrated locations get shadow up to twice as fast.
2: focus on infiltrating cities spread around the map, and use enshadow on them. (Malign catch is also a plus) If you have them in various places around the map the shadow spreads a lot faster than if they were all bunched up.
3: when you're using God powers to infiltrate make sure to focus on locations that surround a city you're going to infiltrate. This saves you a lot of setup time. Make sure to check every location as you do this because sometimes there's a second site within the location (usually a temple) and if the location isn't max infiltration it won't reduce the nearby cities security.
4: save your last agent slot for the monarch. She's a unique agent, and the only one who can start the dark empire. Note that I'm not saying this is a dark empire focus because that requires a more specific setup to execute. It's just a really easy source of free victory points if you simply make the dark empire and then ignore it. The only hard part is getting a capital of a large kingdom fully enshadowed without the chosen one coming along to cleanse it. Do this sometime in the last hundred turns as an easy vp boost if you need to. Just choose the biggest country in a heavily shadowed area. Every city with over 90% shadow within that country will join, and if the city joins, then the attached farms etc will also join.
I almost always keep a geomancer warlock on standby if I'm thinking of making a dark empire. They can influence a temple near a geomantic locus and then attack channeler the chosen one whenever they try redeem a sovereign. With at least 5 lore, he can zap the chosen one every other turn, which almost always discourages them before they can finish, even at geomancy 1.
The intrigue boost is the real power of the dagger, though. With this method you can greatly increase the rate at which you infiltrate. Not only does this mean that you will gain progress faster, it also means that you will gain more experience. More experience = more intrigue.
As a final tip I would like to point out that you don't have to 100% infiltrate everything. Sometimes you only have to infiltrate the sewers if the only thing you want to do is start a plague. This also means that it is often faster to just start infiltrating your target, without infiltrating surrounding settlements first (A bribe is still helpful, though).
Discovering that last point really stepped up my game, as I used to waste WAY too much time on infiltration.
Indeed. Sometimes optimization requires sitting down and doing math. Spending 50 (or 75) work to infiltrate a minor settlement to reduce the work to infiltrate each location in a city by 25 only benefits us if we plan on infiltrating more than two locations in the city (and are not concerned with spreading shadow there).
Doing this helps me find details that are unique to each game.
For example, I could see that all three holy orders are cramped into one corner while an untapped coven is surrounded by faithless settlements. Another time, I had a game where a house had 20(!) rulers, so that was an easy and fun curse-the-whole-bloodline strategy.
I started focusing on plague and getting plague doctor fast. I got a courtier to help with infiltrations. In midgame I've sent the supplicant to gain control of orc tribes+ got first daughter in the meantime. I got a warlord to boost orcs fast and I stole the money from infiltrated cities to boost orc armies. I got a dark empire but it died pretty fast so I didn't get to play it that much.
So basically I had orc army and sister of daughter wrecking havoc on south, plague north and I infiltrated/spread dark in the centre. By the end game I had entire world just chase my orc agent because he killed a lot of heroes and lead some armies. I won easily before the snake god was even summoned.
There are a lot of ways to win and you don't need to worry too much if you didn't do all that much before turn 100 (at least on normal), things really speed up later.
And yea, in that game both plague and first daughter seemed really OP.
Basically I'd say you're not actually doing anything wrong necessarily, the earlier turns are generally faster to play and "less productive" and later turns you'll get much more done as you have more agents with more levels doing things faster. Generally my first 50-100 turns take... I wanna say an hour or so, which consist of 15-20 minutes of reading the situation on the map (Where is the Chosen One? Are they human or elf? Is anyone Aware? Where is my witch coven? Where are the religious orders? What tenets do they have? Can I easily create a Prophet for their religion to influence it? Where is my seal relative to settlements? Which countries are biggest/desirable to influence?) and then 40-45 minutes of just speeding through the first turns with only a few agents. The latter couple of hundred turns take way longer.
I might point you towards taking a third intrigue agent instead of the plague doctor, especially on She Who Will Feast (SWWF). The Trickster comes with a lot of base intrigue which makes her great for helping to infiltrate, and as SWWF enshadowing the world is a solid win condition, which infiltration helps you to achieve. I also tend to play slower, safer games that take longer though, so your mileage may vary.
If you really want to coax all you can out of your agents the equipment you can buy in towns helps a lot, especially at the beginning. There's a dagger that sells for I believe 35 gold (Concealable Dagger?) that gives +1 Might and +1 Intrigue, which shaves a ton of time off missions of those types. Ex.: 50 complexity/3 intrigue is 16.6=>17 turns to complete, 50 complexity/6 intrigue is 8.3=>9 turns to complete. I'll generally try to infiltrate a relatively wealthy settlement with one infiltration point early on (She Who Will Feast can do this with her second power which unlocks turn 12) and then have an intrigue agent rob the treasury, netting me 100-200 gold which can then be turned into daggers worth 3 agent levels of investing into intrigue. There's a UI overlay you can use to show what markets are carrying to find the daggers (or anything else) on the map without needing to manually check each market's inventory, so definitely mess around with it long enough to figure that out, if you decide to go that route. Skeleton keys are also a must-buy if you see them, offering -1 security in the city while an agent carrying on is present making infiltration (and several other challenge types) way easier.