i was thinking a little more about Justinian, and he's actually really similar to the Monty/France pick. both of them give superior two-movers (compared to baseline knights) at some sort of economic cost.
5XP Agg Musketeer
pros: Draftable (although with this rush plan), can take Cover, receives defensive bonuses, 10h cheaper, doesn't need a stables
cons: baseline strength weaker, requires Theology for Theocracy, plus Engineering and an Engineer bulb, not immune to first strikes, can't queue-upgrade
11XP Ger Knight:
pros: extra promo
cons: requires Theology for Theocracy, as well as Vassalage (the civic)
Justinian saves about ~50h per settler, Monty saves 90h per city
The big diference is that you get those 50 at the beggining a game so you can have a city more after 15-18 turns then the civs without Imperialist.While using AGG use is very late, and if you need to use at the begginig mean you are under atack or atcking someone early so you are in danger which means you are doing bad already.
oh, right on. i was sorta getting to that in that post but then the baby woke up and it was my turn last night, so i just hit submit.
i was then gonna conclude that i still liked monty better than justin here because i think drafting might be pretty good in this game, and i think a nice bureau cottage capital would be important for both of these guys.
OT4E - Roosevelt of the Netherlands
chumchu - Mansa Musa of Arabia
The Black Sword - Sulieman of the Maya
Gavagai - Victoria of Russia
German Joey - Gandhi of China
Mr. Cairo - Darius of Japan
DISCLAIMER: since we don't have any knowledge of the map right now, all pick analysis right now is done on the basis of a blank slate. That is to say, without regard to any key geographical formations, without assumption of any unusual resource distribution, without assumption of any unusual food availability. I'm just spitballing based on what I know of players based on previous games they've played and their leader and civ.
now, without further ado, and in no particular order:
Player 1: OT4E as Roosevelt of the Netherlands Initial Impression
An extremely strong leader with an extremely volatile civ piloted by an extremely volatile player. This pick borders on unfair if there is any significant water presense on the map.
Unique Advantages
First, he's the only Ind player in this game, where there's some significant wonders to be had, including all the most important National Wonders. It's likely that some of us Phi players will snag some of the major ones, but there's simply too many for them all to be snagged by GEs. Furthemore, GEs will be much more difficult to generate here as compared to PB35, as cities do not start with forges. Hence, Ind's forge bonus is super important. Roosevelt is also Org, meaning his settlers are slightly cheaper and he'll be able to lower his expenses signficantly in an era that will be dominated by high-maintenance civics. Finally, there's the fucking Dutch East Indiaman. I'd say that one's a bit of a unique advantage, eh?
Obvious Pick-based Synergies
Org tends tends to like a cottage-capital with an early Academy and later Oxford, supporting a high slider with courthouses and hammer-economy. Ind helps build that stuff with early forges and an early NE, to push out Scientists for the Academy and bulbs towards the Astro (ughhhh) and Chemistry line. Ind can grab Colossus easily if there's water, and can likely have an early GE if he wants one, although not as fast as Phi could get one.
Games Played By Opponent
played against: PB22
read: PB30, PB34
Player Tendencies
OT4E is a true enigma to me: he has made some of the most brilliant plays I've ever seen in pitbosses, as well as some of the stupidest. Its like, you could say he's a real out of the box-thinker, except that the words printed on the box are like one of those Hologram baseball cards, where if you look at it from one angle it says "Conventional Dead-End Strategies" but from another angle it says "Anything Resembling Sanity."
Mechanically, he seems very competent to me, and has experience running a large empire in PB34. He does seem to have some strong tendencies that have appeared in the games of his I've watched: he tends to lean towards both spamming wonders (of all sorts) if they're available as well as early warfare whenever he can, both in preference of managing his economy.
Projected Gameplan
It's really impossible to say with him. If there's an opponent nearby him, he will certainly try to rush them. If not, I think he will sit back and try to builder, perhaps falling behind on expansion. I think that Roosevelt will be good for him in that case, because anything he wants to build will either be free or else half-price.
Player 2: chumchu as Mansa Musa of Arabia Initial Impression
A very strong but tricky leader with a relatively inexperienced player. The #2 on our list. Null civ.
Unique Advantages
Nothing really important. Camel Archers are not noteworthy compared to regular Knights, and getting Great Priests from the Madrassa won't be very helpful except perhaps for triggering a 3-man GA in the later game. I guess he should be able to win any cultural border fights he gets into?
Games Played By Opponent
played against: none
read: AFAIK, his only game is PB34.
Obvious Pick-based Synergies
Not a lot special wombo-combo stuff here, although he'd be a prime contender for lib just based on picks - he'll have both the raw economic muscle as well as the burst-capability of great people.
Player Tendencies
It's hard to tell off of one game, especially if that one game was his first MP game and he didn't report very often. The only noteable thing there that I remember is that he focused on economy too-hard and then got bullied around by Nicolae.
Projected Gameplan
I'd expect him, as Krill wanted, to use Spi's ability to switch into Caste at-will to rush CS with a GM bulb. He'll definitely want to spam cottages and try to use free-lighthouse coast to help him power through the early game.
Player 3: Mr. Cairo as Darius of Japan Initial Impression
Ultra economy... but no expansion or infrastructure boosters in a field where every other pick has some pretty strong stuff. Yikes.
Unique Advantages
The last time I checked, the Samurai's bonus free strikes were still canceled by a Knight's ability to ignore free strikes, still get stomped by Xbows, and still have less base strength than Musketmen. So... this pick was all about the leader.
Games Played By Opponent
played against: none
read: PB32 and PB34 (sub)
Obvious Pick-based Synergies
Well, he's got both of the best economic traits - one that gives more commerence, and another that lets you convert a higher percentage of commerce to science. So, he'll probably do that - cottage spam, early Academy in his capital, Oxford, yadda yadda.
Player Tendencies
He subbed into PB34 late, where he already had, by far, the most powerful empire on his half of the map, but he did a pretty good job of keeping the snowball rolling and defending himself. So, he can plan a large economy and will chase after strategic first-to bonuses when he can. In PB32, which was his first pitboss, he made a fairly respectable showing, although he made some mistakes with how and when he conducted his warring - perhaps mistakes he'll have learned from?
Projected Gameplan
Hmmm, the thing about Darius here is that it's a bit of a gamble. If we get a lush, spacious map that gives Darius time to build up his cottages, then he's gonna do pretty well. However, anything tighter will be really tough on this leader, as he'll need to go all-in on REXing just to keep up with everyone else... a cottage spammer that can't afford to spam cottages.