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I usually go Blue (for trade, as each trade route is +1 die/level/turn), Black (because you want to be able to wage early wars), Green, Red, Yellow.
I try to get one neighbour to go to war against me as soon as I get 4 black dice advisor. I find it eaiser to diplo 2 othercities, conquer 2 (one before cult, one after), and get the last one depending on what's available.
I like starting conciliatory for early trade route, and because I find conciliatory answers to fit my needs most of the time, but merciless is also good (because it works with delaying/removing cult).
Note that diplomacy becomes useless end game. I usually convert diplomacy guy into another black dice guy (just by putting some +black items on him, I don't bother replacing him).
Ps: thanks for the guide, this game is really hard.
You get a fate point for 5 dices, but even first level quests require 6 or more dices, so it's better to sell them at this point. This means starting the second turn you have 2 5-points advisors.
Then later when you need 6 or 7 dices for fate you can start doing quests, but by this point it doesn't matter, you have a full roster.