All right, just some food for thought then.
Traits
- We are really hoping someone will pick Organized trait. It's a total waste on these settings, and overall weak for MP in general. (Organized only becomes a strong trait when playing on water maps and/or very high difficulty. Without corporations or high maintenance costs, there's not much value.) I think our community has enough experience to realize this.
- We expect most other teams to pick an Aggressive leader for one of their picks. And it's not a terrible pick or anything, but there are better options available in our opinion. The key units in Medieval/Renaissance MP are the mounted units: horse archers, then knights, then cuirassiers, then cavalry. Especially knights and cavalry. Because these units don't get the Aggressive promotion, Charismatic is generally seen as the stronger trait, since you can combine it with stables + Vassalage + Theocracy for triple promoted units. Or you can do one better, and take Mongolia for the Ger UB and get triple-promoted units without needing Vassalage. That's why we expect to see more Aggressive leaders than Charismatic ones. But Aggressive isn't terrible either, and makes for some strong drafted units later. (Cheap barracks, on the other hand, is almost irrelevant.)
- We expect to see teams undervalue Imperialistic as well. The increased cost of settlers for late era starts is very significant; settlers cost 150 shields on Medieval (100 for Quick, or something very close to that with rounding error). This is a very real drain on expansion, unless you have the Imperialistic trait. Imp gives you 30 shields per whip or forest chop (Quick speed) so chop + double whip will get you a settler. Compare that to 20 shields each for non-Imperialistic civs... chop still leaves you needing a quadruple whip! When every turn counts, that makes a huge difference. Having the Imp civ build settlers for other players is a staple of team games, just like having an Exp player build workers (Fast Workers? heh) for other players. I'm interested to see how other teams approach this.
- There actually are some Medieval strategies involving Agg/Pro units with Tokugawa, but since this is more of a builder game compared to a 3 vs 3 Inland Sea game, they're not likely to be that useful here. I think Protective is still too weak to see use here, and I don't expect anyone to pick it. (Even if one player takes Protective as a deterrant to attack, that's still only 1 of 3 players.)
Civs
- I expect all 4 teams will have an India. Fast workers are just too good.
- As I said before, there are some strategies for Medieval that involve rushing immediately with Rome or Egypt or Zulus. Since this is a 4 team Free For All, that doesn't seem like a particularly useful approach on this map, and therefore we didn't value these civs too highly. Rome can still be very dangerous if teams start close together and one side has iron, especially if you go for Agg Rome. But again, kind of risky for this sort of game.
- France is one of the best civs we didn't pick. The musketeer is a really, really good UU for this era due to its mobility. You have one player build nothing but musketeers, ideally with Agg/Pro or Agg/Chr traits, and then they can keep up with the knight/cavalry stacks that the other players build. Extremely difficult to attack due to the protection the musketeers provide (especially on rough terrain) and very mobile. Speed is crucial in these games - allows you to reinforce whoever is being attacked quickly. This was a civ we thought about, and hope not to see.
- I think Inca is a bit of a trap civ to pick. Yeah, you get the Terraces in each city, which sounds great. But it's really easy to expand borders in Medieval (there are some little tricks, like building Culture after you have Music or forcing Artists with Caste System or just running 100% culture on the slider for one turn to pop borders). And after you expand borders, what do you get from Inca? A useless UU and a granary that everyone else also has. It's not as good as you would think initially. Creative is undervalued in this era for the same reason, although the double speed libraries are indeed very useful.
- Unfortunately the civs with knight/cuirassier/cavalry UU replacements are all pretty bad. Arabia stinks, and so does the camel archer. Russia and the cossack are even worse. You can make a decent case for Spain, with the citadel providing extra XP for siege units. But the problem there is the very fact that the citadel is a castle replacement, and you don't want to be wasting a lot of time on building walls/castles. The conquistador is pretty sad for a UU, as no one is fielding melee units anymore by the time that cuirassiers hit the battlefield. Should have remained a knight UU replacement...
Byzantium would be perfect, but they are TOO PERFECT which is why they are perma-banned in Medieval starts.
- China and Ottomans are great for their starting techs. However, everyone starts with the same techs in Medieval, so they aren't particularly appealing even though they have era-appropriate UUs. I could see either one being decent, just think there are better choices available.
- Korea wouldn't be bad for a techer civ either, and you could do Fin/Phi with Elizabeth to get cheap seowons. It would be a pretty strong option.
Anyway, just some random thoughts. There are tons of pairings that you could come up with and do OK. Still very interested to see what others choose.