Pics of the cool looking map to come when I get access to them again.
For now, some thoughts on Charadon's advantages, and the first of what will probably be many wolf pictures.
1.Lucian
Instead of a starting tech, the Doviello get a free axe to start. For Mahala, this is a reasonable trade since Lucian can defend vs the barbs. Charadon is a barbarian leader though, so this is unnecessary. Instead I hope to send Lucian one way and my scout the other to try land circumnavigation. In addition, I’m hoping Lucian+Charismatic will give a lock on the Form of the Titan.
2. The Wild Hunt
The Doviello’s world spell summons a wolf for each military unit I have on the field. That’s a pretty strong spell and could quite possibly win me a war. It does scale with unit strength but it’s still strongest early. All the wolves can move after being summoned, which could surprise some people. Might allow an early worker steal too, though I’m not sure if that’s worth my worldspell.
3. Beastmen +20% city attack
Warriors are the most cost efficient unit in the game and mine have a bonus to city attack. Perfect warrior-pults.
4. Shamans
Doviello shamans don’t require mage guilds and can start with some handy lvl1 spells, most importantly haste. I should keep the possibility of researching BW and bulbing KotE in mind if I get an opportunity for an early attack.
5. No need for Training yards
Should save me a fair amount of hammers. In addition it means every city will be able to draft axeman without any hammer cost. I need to double check that axes are ahead of javelins in the draft order.
6. Upgrade abilities
I know the Doviello have some abilities to upgrade units outside their borders, I need to test which ones. I imagine it’s those units that don’t have building requirements, which is quite a lot for the Doviello. Allows some easy reinforcements of armies.
7. Aggressive
Very handy in FFH where promos are more important and it’s hard to get past the first promo with newly built units. In the short term, I plan to combine it with Barbarian to allow to me build a lot of early subdue animal scouts. Additionally it gives half priced Siege Workshops, and catapults could be important collateral in the early game. I’m pretty happy to give up an econ trait for it.
8. Charismatic
Char is very much a mage trait in FFH. You can sort of use it to get an extra promo like Aggressive but you have to work and usually give something up for the extra 2xp. Still, I’m thinking of taking Charadon down the mage line here. If Charismatic Lucian can land me the Form of the Titan then my shamans will start with at least 4xp and only 4xp left to mages. I need to target some later era military after Sons of Asena/Catapults and ideally it doesn’t cost too much research around the tree, given the Doviello’s weaknesses. I can bulb my way through most of Sorcery, which makes it fairly cheap in slider research.
9. Barbarian
-10% Research and Peace with the Barbarians. I’m not sure whether Barbarian will be a positive or a negative this game. Peace with the barbs should be very handy, allowing me to underbuild military for a while and get off to a good start. I can’t afford to go too light though in case I meet other players and all my other advantages tend to point towards relatively early war. One point I’m wondering about, is that Q mentioned some flavour units with hidden nationality and animal AI, which could be a bit of a nerf to the proposed subdue animal scout strategy. Another setting that really affects the trait is lairs off. For one thing, I feel that barbs, even on immortal are pretty easy to handle without lizard lairs to annoy you. The other is that we lose goblin forts, which give IMO the biggest benefit from the barb trait, the amazingly cheap scorpion clan wolf riders and chariots. At least others can’t enter lairs in compensation, but on reflection, it might not have been the best game to go with a barb leader. Still, while the barbs may not cause much problem on their own, I might be able to use some to help my own attacks.
10. Javelins
Ok, these guys will be pretty much a non-factor. I can’t see much reason to build one over a copper beastman. Still, I’ll probably pick up archery for lumbermills at some stage, so I might build 1-2 since they don’t require archery ranges.
The main weakness is pretty clear, they don’t like technology. No access to libraries or alchemy labs, in addition to the 10% penalty. So, the exact opposite of my Kurios in 28, a focused research path is pretty important and try to ignore non-essential techs. The other weakness is that they don’t really have a stand out strength like many other civs do. Need to exploit all the little bonuses as much as we can in addition to our better start to make up for toys like governor manors and ancestral caves.
For now, some thoughts on Charadon's advantages, and the first of what will probably be many wolf pictures.
1.Lucian
Instead of a starting tech, the Doviello get a free axe to start. For Mahala, this is a reasonable trade since Lucian can defend vs the barbs. Charadon is a barbarian leader though, so this is unnecessary. Instead I hope to send Lucian one way and my scout the other to try land circumnavigation. In addition, I’m hoping Lucian+Charismatic will give a lock on the Form of the Titan.
2. The Wild Hunt
The Doviello’s world spell summons a wolf for each military unit I have on the field. That’s a pretty strong spell and could quite possibly win me a war. It does scale with unit strength but it’s still strongest early. All the wolves can move after being summoned, which could surprise some people. Might allow an early worker steal too, though I’m not sure if that’s worth my worldspell.
3. Beastmen +20% city attack
Warriors are the most cost efficient unit in the game and mine have a bonus to city attack. Perfect warrior-pults.
4. Shamans
Doviello shamans don’t require mage guilds and can start with some handy lvl1 spells, most importantly haste. I should keep the possibility of researching BW and bulbing KotE in mind if I get an opportunity for an early attack.
5. No need for Training yards
Should save me a fair amount of hammers. In addition it means every city will be able to draft axeman without any hammer cost. I need to double check that axes are ahead of javelins in the draft order.
6. Upgrade abilities
I know the Doviello have some abilities to upgrade units outside their borders, I need to test which ones. I imagine it’s those units that don’t have building requirements, which is quite a lot for the Doviello. Allows some easy reinforcements of armies.
7. Aggressive
Very handy in FFH where promos are more important and it’s hard to get past the first promo with newly built units. In the short term, I plan to combine it with Barbarian to allow to me build a lot of early subdue animal scouts. Additionally it gives half priced Siege Workshops, and catapults could be important collateral in the early game. I’m pretty happy to give up an econ trait for it.
8. Charismatic
Char is very much a mage trait in FFH. You can sort of use it to get an extra promo like Aggressive but you have to work and usually give something up for the extra 2xp. Still, I’m thinking of taking Charadon down the mage line here. If Charismatic Lucian can land me the Form of the Titan then my shamans will start with at least 4xp and only 4xp left to mages. I need to target some later era military after Sons of Asena/Catapults and ideally it doesn’t cost too much research around the tree, given the Doviello’s weaknesses. I can bulb my way through most of Sorcery, which makes it fairly cheap in slider research.
9. Barbarian
-10% Research and Peace with the Barbarians. I’m not sure whether Barbarian will be a positive or a negative this game. Peace with the barbs should be very handy, allowing me to underbuild military for a while and get off to a good start. I can’t afford to go too light though in case I meet other players and all my other advantages tend to point towards relatively early war. One point I’m wondering about, is that Q mentioned some flavour units with hidden nationality and animal AI, which could be a bit of a nerf to the proposed subdue animal scout strategy. Another setting that really affects the trait is lairs off. For one thing, I feel that barbs, even on immortal are pretty easy to handle without lizard lairs to annoy you. The other is that we lose goblin forts, which give IMO the biggest benefit from the barb trait, the amazingly cheap scorpion clan wolf riders and chariots. At least others can’t enter lairs in compensation, but on reflection, it might not have been the best game to go with a barb leader. Still, while the barbs may not cause much problem on their own, I might be able to use some to help my own attacks.
10. Javelins
Ok, these guys will be pretty much a non-factor. I can’t see much reason to build one over a copper beastman. Still, I’ll probably pick up archery for lumbermills at some stage, so I might build 1-2 since they don’t require archery ranges.
The main weakness is pretty clear, they don’t like technology. No access to libraries or alchemy labs, in addition to the 10% penalty. So, the exact opposite of my Kurios in 28, a focused research path is pretty important and try to ignore non-essential techs. The other weakness is that they don’t really have a stand out strength like many other civs do. Need to exploit all the little bonuses as much as we can in addition to our better start to make up for toys like governor manors and ancestral caves.