The Nations of FFH2 PBEM2:
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The Doviello
"Brothers will fight and kill each other,
sisters' children will defile kinship.
It is harsh in the world, whoredom rife
an axe age, a sword age
Shields are riven
a wind age, a wolf age
Before the world goes headlong
no man will have mercy on another."
Nordic
Völuspá Poetic Edda, referring to Ragnarök
Leader: Mahala (Raiders/Ingenuity)
Palace: Body Mana, Chaos Mana, Earth Mana, -40 % War Weariness in all cities (!)
Unique Hero: The War Machine (unlocked at Machinery tech)
Worldspell: The Wild Hunt
Special Quirk: Doviello workers can be upgraded to Beastmen (Warrior) for 10 gold (Quick Speed).
Starting Tech: None
Doviello are well set for early conquest, with an additional, strong starting unit and few building requirements for their units. Indeed, the Doviello Axeman, Champion and Archer replacements all do not need either a Training or Archery Yard.
Combined with their Worldspell, they are bound to make every player starting next to them very, very nervous.
The Wild Hunt explained:
For every combat unit, a 2-move Wolf unit is created, its strength depending on the combat unit's. A STR 3 Beastman would create a STR 2 Wolf. A STR 4 Lucian would create a STR 3/2 WOlf. And so on...
These wolves have a 10% chance at creating a Wolfpack when successful in combat, or two wolves can be sacrificed to create one. These Wolfpacks have the same stats as normal wolves, but have a 10% chance to create a Wolf unit when successful in combat.
These units get a 25% penalty when attacking cities, and don't get Defensive Bonuses, nor can they pillage.
Luckily, these units do not benefit from Mahala's Raiders trait (Commando promotion).
Ingenuity trait gives the Doviello 50 gold to play with at the start of the game (and makes upgrading units 50% cheaper).
Conclusion:
Unless something goes horribly wrong for the Doviello, they are all but certain to seriously hurt, if not outright kill at least one rival nation in the game.
However, seeing that this is a no tech-trading game, I fully expect the Doviello to fall behind the other nations in time.
Three teams are Financial, with two others possibly getting it ingame. And once the Elven economy is humming, they'll be researching at a decent speed as well.
I commend Mist for the non-cookie-cutter choice, but I'm afraid he'll not be contending for the top spots.
Down boy! Thatta boy!
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The Luchuirp:
"I am a golem. I was made of clay. My Life is the Words. By means of Words of Purpose in my head I acquire Life. My Life is to work. I obey all commands. I take no rest."
Feet of Clay, Terry Pratchett
Leader: Beeri Bawl (Financial/Industrious)
Palace: Life Mana, Enchantment Mana, Earth Mana, +10% War Weariness in all cities
Unique Hero: Barnaxus (unlocked at Construction tech)
Worldspell: Gifts of Nantosuelta (requires Masonry tech)
Special Quirk: All Luchuirp golems get stronger as Barnaxus increases in power.
Starting Tech: Crafting
The Luchuirp are Golem making dwarves. We should see Sciz head straight to Construction Tech, so he can build a Sculptor's Studio (required to train golems), and build the civilization Hero, Barnaxus.
Golems are a bit stronger than normal units, but can't heal or promote. By leveling Barnaxus and unlocking technologies, the golems get stronger and get nifty tricks like bombarding cities.
Adepts (mages) can use Enchantment Mana to heal constructs like golems and catapults. Golems are slow though, 1-move being the maximum.
Gifts of Nantosuelta explained:
The Luchuirp Worldspell created a Golden Hammer in each Luchuirp city. These Golden Hammers can be turned into Engineer Specialists. It is possible to move these Hammers, which would allow for a very strong production center if all Golden Hammers are used in one city.
Conclusion:
They'll be slow to build up, but once their economy gets going, the Luchuirp will be hard to beat. We'll see how well they do in Sciz' hands.
Possible rival for Kilmorph religion?
Must...eat...brain... Oh no, that's zombies!
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The Lanun:
"Believe me, my young friend, there is NOTHING--absolutely nothing--half so much worth doing as simply messing about in boats."
The Wind in the Willows, Kenneth Grahame
Leader: Hannah the Irin (Financial/Raiders)
Palace: Water Mana, Chaos Mana, Air Mana, all water tiles +1 Food (!)
Unique Hero: The Black Wind (Optics), Guybrush Threepwood (Iron Working)
Worldspell: Raging Seas (requires Optics tech)
Special Quirk: Work boats can build Pirate coves, which increases the tile yield on a water tile over time.
Starting Tech: Seafaring
The Lanun are a pirate nation, doing very well on water-heavy maps. Their unique units aren't very strong, but this is compensated by the enormous bonusses they get on water tiles.
Raging Seas explained:
Does damage to all non-Lanun units that are near oceans.
Conclusion:
It is highly unlikely the map we're going to play will be water-heavy. Even so, I expect them to do very well, since Hannah is Financial, and there are bound to be coasts on the map.
If I were to play Lanun, I'd beeline towards the Mercurian Gate, summon Basium and play as the Battle Angels, leaving the Lanun to researching (summoning the Mercurians, and playing as them, leaves your civ in a Permanent Alliance with the Mercurians)
How many ways can you say "Arrrrrrr"?