I don’t really know the players personalities so I’ll just be commenting on the civs. I’m sure I’ll be repeating a lot of things everyone already knows, but hopefully it will help me order my thoughts.
Arendal of the Ljosalfar – Sian
-More of a mid-late game civ with a slow early game. Though Creative is a great early game trait to mitigate this(and Spiritual saves quite a few turns also).
-Obviously will want to unlock FoL fairly early for the worldspell and to stay in it for quite some time for ancient forests and PoL.
-Spiitual Military: This opens a lot of mid-game options, I’d imagine Spiritual PoL will be the main military force for quite a while. Probably wouldn’t mind switching into some other religions for support. Ritualists are probably a good bet, some Cultists too if the map has water and Rathas are also very handy. Grabbing a Stonewarden and Confessor would be nice also, depends if has the beakers and turns outside FoL to spare. Probably can't get all of them.
-Early game, I should keep an eye on whether he’s going for archery early, in which case Gilden could be nasty. Also probably the main threat to Grigori for Form of the Titan. Aggressive settling with creative and offensive world spell use should also be kept an eye on.
-Kuriotates should be ahead in the early game though and I need to leverage that into a reasonable lead somehow because late-game the Elvish supercities can come close to matching mine and he’ll have a lot more of them.
-Tower, Culture and Altar victories are all open, though Arendal has less incentive to go down the arcane line.
-Thinking about the Industrious trait in the next section, I realised that the Ljos are probably my main rival for the Pillar of Chains, being another cottage economy. I’ll have to watch that also.
Thessalonica of the Elohim –Yell0w (not bothered getting a smaller pic)
-Compared to the other civs in this game, they’re actually an early-mid game civ.
-Industrious is also probably more of an early game trait for the worker bonus. I was thinking about how to leverage this as Dwarves, as FFH is doesn’t have as many wonders as BTS. Combined with being Spiritual, I’d say there’s a good chance he’ll try to get the Bone Palace. If I don’t have marble then I’ll probably let him. The Dwarves might try race for it though.The only wonder I’d really like is the Pillar of Chains and I think Taxation should be a lot higher priority for me than him. The other nice early(ish) game wonders are Form of the Titan, which they could have problems getting the unit for, The Great Library and the Mines of Gal-Dur.
-Spiritual: Again this opens some nice military options as mentioned above. Spiritual PoL for the summoned tigers are probably the best of these for quite a while. It would be interesting then if he were to race the elves for FoL, he’d quite probably win and they’d still spread FoL giving him the shrine gold. Kilmorph is also the easiest religion to unlock and opens up the Mines of Gal-Dur and spiritual Paramanders which are fairly nice. That would be an interesting route also but again would probably be a race for it.
-Sanctuary: This is probably the best thing about the Elohim. It also possibly means he can go with a military light opening so maybe I won’t need to worry much about rushes here either. I have to keep an eye on how quick he can complete any victory conditions though, don’t want him able to turtle up and me not able to touch him.
-Tolerant: Some interesting options here. My cities are actually very attractive to the Elohim. I don’t think he gets the 3-radius cities but Tailor and Jeweller are very powerful buildings and access to Centaurs is fairly nice also. So I still need to be careful around them. It might also be an opportunity though. Expansive Settlers are very cheap for me with potentially very big rewards for him; I just have to make sure the price is right. Especially if Yell0w doesn’t turn out to be one of the leaders, this is a real option. What about other civs? Elves- Elvish workers in an economy that might want to stay in FoL a while. Dwarves – I’m not sure how the vault would work, but spiritual dwarvish druids are scary. Vampires- well, vampires! Grigori-GP pool would probably already be too diluted for adventurers, Grigori medics are nice though and is it possible to have 4 druids and 4 luonnatar? Lots of interesting stuff here, but it’s very unlikely he can use any of it.
Decius of the Calabim -jalapeno
- Probably the scariest civ of the lot. He doesn’t reach full power until Vampires and larger cities for the governer’s manors to take effect, so not early game either. The lack of elder council can also be quite annoying.
-Rivers of Blood: Unfortunately, this makes him early game. As I said before, I think a T0 cast really makes sense here and that’s what I’m expecting. If not though, I can adapt to it, especially because I really don’t want to build pacifist warriors early on.
-I’m not too sure what religion he’ll go for. No spiritual like the previous two, so no need to emphasise it so much but I’m sure he’ll want one for the happiness if nothing else. He will want to head for Code of Laws early though, so he’ll probably stay out of the race for the early religions. Ashen Veil is the cliché, but most of the religions offer something.
-I need to look at my options for death resistant troops to counter spectre spam. I’m pretty sure Undead are immune, I’m not sure about Angels and demons.
-Organised: Double production governer’s manors is the scariest thing. Maintenace reduction is very nice for a Toroidal map like I said before. Command posts are excellent buildings also, which I’m sure he’ll get a few of, though the xp bonus is not as important for vampires.
-Raiders: Ugh. I was hoping no-one would take this. I have no experience building a road network to counter raiders, it isn’t necessary in SP or BTS. At least I’ll only have 3 cities to defend. It also means he has to go to war, or at least threaten it, to maximise his traits. It would be great if that target is someone else.
Arthurus Thorne of the Khazad – HidingKneel
-My original choice and probably the weakest civ I think. Also mid-late game thanks to the Dwarvish Vaults. This will mean -1/2 happiness in the early game for quite a while until he pops his worldspell. The earlier he pops it the quicker it goes away but the less he has for further expansion.
-I shouldn’t really have to worry about a dwarven rush at all. Not that they can’t defend themselves if provoked somehow but the opportunity cost for him when he’ll have trouble expanding into the rest of his land is too low.
-They could be quite a nice ally here. I don’t gain much by attacking them, they don’t gain too much by attacking me. They probably won’t be one of the top dogs as the dwarves. All that adds up to something I can work with.
-My tech goal was to ToD dwarven druids and that is definitely something I should worry about. I’m sure he’ll get to Arete anyway so there’s not much to give away, I’ll just need to try keeping an eye on what mana types he has.
-As for the rest of his army, siege and melee are emphasised in the tech path. They are quite slow though. I think chariots are also quite likely to make up for this. If they get the Mines of Gal-Dur then they’d be looking at units that can use Iron weapons.
-Kilmorph is the usual dwarven religion, both for gold and arête. It isn’t too important for them in the early game though I think, it is possible to go with something else. I’ll guess we’ll see. I think I could out-tech them to WoTE, but I’m not so sure about the Elohim. I’m leaning away from needing the shrine atm anyway. I imagine they will switch to some other religion for a bit to complement their military.
-Organised: See above, for the dwarves the command posts are more important than ½ price courthouses though. Command post 20%, vaults 40%, smithy 40% = +100% military production late game, scary if they manage to reach it. I need to make sure I stay ahead in commerce or I’m pretty screwed against that.
-Industrious: Also see above. It’s probably a good thing to have two Industrious civs fighting over their bonus, especially since they shouldn’t challenge for the wonders I want anyway. Faster excellent dwarven workers can go some way toward mitigating the vault problems though. Likelihood is that the Dwarves get the Mines, and the Elohim get the Bone Palace. The Great Library would be reasonably possible to get for someone else who got there early.
Cassiel of the Grigori – WarriorKnight.
-The civ I’m most worried about in the early game. They’re not really a rush civ, but it could be hard to deal with their first 2 adventurers and they don’t have as nice later peaks to aim for as the other civs. I need to keep an eye on their tech path and intentions.
-Early adventurers might as well go up one of the martial paths I think. Heroic Archmages are powerful but even Heroic mages aren’t as scary. So I’d guess the first few will probably go melee. Recon is a bit too risky for such an important unit I think. Though heroic assassins later are also nice.
-Whatever path he does go with his adventurers will likely dictate his further tech path as he will want to upgrade them into better units ASAP. In addition he’ll probably want to get some mage candidates ready to give him some options that he’d usually get from religion.
-Philisophical: This just makes for quicker adventurers really. The adventurers will hopefully nullify the earlier academy strategy that usually goes with philosophical.
-Organised: I'm not sure how useful Organised will be in the first 70t. It is a very nice later trait I think but costs are smaller in the early game and I'm not sure if he can reach command posts to build a few before the switch. Adventurers do make him the favourite for Form of the Titan also, so it could be a good tech path for the Grigori. T70 sounds very early though. He used to be Industrious first I think? That would probably be stronger with the worker bonus.
-Adaptive: This comes into play on T70, another trait change on T145 and after that it is unlikely to matter. I have been thinking a bit about my choices here also. However spiritual, one of my favourites, doesn't hold the same appeal to the Grigori who can't adopt religion. They already have Philisophical, we might be past the stage where expansive settlers are useful and a similar case might be made for creative. It's hard to get a good idea of the economic traits he might go for. Tbh, I think Organised again might be best if that's the aim. However, if he doesn't go for an economic trait, that leaves military options, which isn't good. Especially the thought of more raiders
. Thinking about it, Arcane might be the best fit, he doesn't have many other mage alternatives and the timing probably fits nicely. I guess we'll see closer to the date.
-Ardor: More GP and he should be able to time it nicely to ensure some adventurers, a very nice worldspell.