Mist Wrote:Anyone willing to provide a fourth opinion?
Well, since you ask, here is what I think:
1.
Thessa (Arc/Exp) of the Kuriotates
Kuriotates need Expansive to build their 3-4 metropolises quickly, to have enough health to match the extra happiness from Sprawling, and to make settlement spam a worthwhile proposition.
This also neatly sidesteps the issue of Raiders Centaurs.
2. Perpentach (Arc/Cha/Cre/Ins) of the Sheaim
Looks good, though I worry that none of the other players will be able to handle a dedicated Pyre Zombie rush.
3. Alexis (Agg/Phi) of the Amurites
A solid combination.
4.
Sabathiel (Chm/Org) of the Svaltalfar
Sabathiel offers two decent flexible traits. Arendel of the Svaltalfar would be almost indistinguishable from Arendel of the Ljosolfar.
And I think Aggressive is too strong for the Svaltalfar: Aggressive Sinister Hunters are strong and they can immediately take Subdue Animal.
5.
Falamar (Cha/Exp) of the
Sidar
I really don't like Grigori gameplay. They can leverage their Adventurers for an early game rush or a late game blitz; but even with Adaptive, they can't take Summoner, so the early game rush is best.
The Sidar swap Adventurers for Shades, but their gameplay is otherwise less constrained.
6.
Arendel (Spi/Cre) of the Bannor
I don't think the Bannor need quite so large a crutch. Arendel is a nice upgrade on Capria.
Spiritual powers the Disciple units on the way to Fanaticism, and allows easy swaps in and out of Crusade. Creative lets heavily cottaged, hammer starved Bannor cities skip Monuments.
No Financial or Raiders leaders need apply.