One more question I need to find the answer to: is the hoplite still bugged to get its bonus from any adjacent unit rather than just another hoplite?
Anyway, my thoughts for today are about general gameplans for the civs I'm considering.
Greece
Primary districts: Campus, Acropolis
Early game: use a couple of +50% chops to help knock out an early wonder. A few hoplites will hopefully direct any early aggression to softer targets. Maybe use the wildcard slot to sneak an early great person if there's a good one.
Target: A scientific and cultural lead that is difficult to counter.
Aztec
Primary districts: Campus, Commercial, Encampment
Early game: Terrorize local city states to get as many free builders as possible, followed by some free cities. Turn the builders into districts and chops to supercharge the snowball. Chopping out the Pyramids early on would be ideal.
Target: Really strong economy thanks to an edge in expansion. Aim for overwhelming military might.
Egypt
Primary districts: Commercial, Campus
Early game: Look to eat a city state to bolster expansion, probably using the unique unit to help. Build a wonder or two if there appears to be the production to fit them in.
Target: Not really sure here, just a generalist strategy I guess.
India
Primary districts: Holy site, campus
Early game: Push hard for a religion: defender of the faith in particular would be a wonderful asset.
Target: Make sure a lot of faith comes rolling in, and find something to spend it on. Units from theology would be an obvious choice, as would campus buildings from Jesuit Education.
Garath Wrote:A stepwell placed next to a farm is another farm with an extra faith
Better than a farm early on, but weaker once feudalism starts giving adjacency bonuses to farms. Farms are a pretty weak improvement to start off with though, except where there's a resource.
Still, I don't disagree that I've undervalued India a little. The Varu is better than I was scoring it, and the minor bonuses do all do something at least.
War weariness is pretty negligible in the early game, but can be crippling in late wars, once the casualty rate really climbs.