Leader Analysis:
Our brave leader, Jonas Endain:
Jonas Endain has the Spiritual, Expansive and Barbarian traits.
You can see what the traits do in this screenshot (sorry, but I don't know how to edit even this simple things, so you get a big picture):
So, let's talk about each of the traits a bit:
Barbarian:
- -10% Science
- Starts at peace with the Barbarians
- Unable to explore dungeons and lairs
For starters, we have worst than normal research capabilities. It gets even worst if we add the fact that the Clan of Embers doesn't have a starting technology.
Early research has to be very well thought through. We can't waste beakers with the wrong technologies.
So, we have bad early research. Well, we have bad late game research too, since we can't build libraries. But, who needs science anyways?
The good thing about this trait is that we start at peace with the barbarians. That means they won't attack us and that we can walk safely even inside their cities.
There's 2 ways to end the peace with the barbarians. One way is to have a ingame score of 50% more points than the guy in the second place. This way the barbs will declare war at us by themselves. But this is not likely to happen. The other way is if we declare war on them. Sometimes when moving a unit on the same tile as a barb one, the game will prompt a window asking if we want to declare war on the barbs. I'll probably do this sometime in the game (specially if I lose Rantine).
The problem is that there's something strange about this prompt, sometimes it doesn't happen. If anyone knows a more reliable way to declare on the barbs, please, tell me.
Another feat of the barbarian trait is that it makes me unable to explore dungeons and lairs, since it'd be imbalanced, since I'd only get good results. Robbing graveyards is a different thing, for some reason, so I can do it. If I declare war on the barbs, I regain the ability to explore the lairs, so it's not completely useless for me to keep them on my territory.
And another minor (but with some possible uses) feat of the trait is that I can recruit strenght 3 goblins if I stand in a tile that has a goblin fort. It costs 30 gold. I don't think I'll use it this game, but let's wait and see.
Expansive:
Under normal conditions, expansive is a very, very nice trait in FfH. You get +3 health (always helps in a game where the health bonus multiplying buildings are much more exapnsive and way worst than in BTS civ), double production of granary and harbors (granaries in FfH are not as good as in BTS Civ and so aren't a must build building - they only stock 20% of the overflow while needing more hammers to build - harbors are useful, but not that big of a deal too) and +100% settler production. Yeah, now we're talking.
+100% is crazy good. Combine this with warrens and you got yourself a civ that expands rabbit-like.
Unfortunately, no settlers option kind of takes this advantage away (by kind of, read completely and utterly destroys).
But, I didn't pick Jonas for the Expansive trait. So, let's take a look at:
Spiritual:
I'm a big fan of spiritual in BTS Civ. Being able to switch traits whenever you need too is crazy good (slavery + OR to build infrastructure, switch to caste + pacifism to pop a GSci, you get the drill).
In FfH, spiritual not only gives the anarchy free civic switches (and a lot of crazy good civics, albeit I'll not be able to unlock a lot of them) but it also gives free promotions to divine units (mobility - +1 movement - and potency - gains passive xp faster) and better production of temples (from all religions, including pagan temples).
So, in my opinion, this trait rocks. Expect me to change civics a lot based on the circumstances of the game. Even if I can't make the consumption + scholarship binary research extraordinaire combo, I'll be able to pull something of.