We're rolling! Quick opposition research, in turn order, before I get to T1 ...
TheArchduke - Lots of Civ 6 experience, has won previously via domination as Mongols. Decent economic development, strong general, good situational awareness. Playing Japan of the half priced encampments/theaters/holy sites and boosted adjacency from other districts, and +5 combat adjacent to coast. This is a flexible civ choice with bonuses to economy and war and religion right from the start of the game. The UU is located on a dead-end tech that isn't a priority, and probably won't be a game changer (although with the change to siege only working for melee it might feature an appearance). As India I'm happy to see the religious bias as this provides an opportunity to mooch off another religion. Probably will aim for a more builder early game, starting with holy sites before encampments.
Alhambram - Lots of Civ 6 experience, has won religious victory previously as Russia. Flexible, thinks outside the box. Playing Hungary of the quickly-constructing-districts-across-a-river and speedy + powerful levies. City states are a liability with Hungary in the game. Alhambram could levee a CS army and cause massive damage and disturbance through pillaging, probably earning back the levy cost in plunder. I'll need to beware of leaving myself vulnerable and will have to keep an eye on Hungary's gold balance. The UU and UB are too late to have much (if any) impact on a game this small. No incentive to found a religion unfortunately. Probably will use the levy ability early and often. With the +2 envoys that he gets from the levy it will be hard to compete for suzerainty. I'd guess each other player could focus envoys on one CS and maintain it while Hungary controls all other CS that remain alive.
Scooter - (relatively) new to Civ 6 but has a host of dedlurkers cheering him on. He's been around RB for a very long time with much civ 4 experience. Should adapt well given the dedlurkers who can steer him in the right direction. Playing the wonder-buildering China. The plan is straightforward and powerful: Build all the ancient and classical wonders, starting with Pyramids. Religion is a given through Stonehenge. The faith-for-wonders founder belief is likely (see PBEM 7 for how powerful that is, and moreso now that faith has more value). Unfortunately the faith-for-wonders belief won't impact me much since China will own all the wonders. Too much buildering may leave Scooter vulnerable to attack and conquering of a juicy target. I'm hoping that Hungary can cause some havoc on that side of the world.
Start by moving warrior to the southwest, which reveals a geothermal fissure but nothing worth traveling in that direction for the capital. I have been debating whether to proceed 1NE and found on the hill for the extra production, or 1E for the 1st ring rice. Moving 1NE costs a turn which basically negates the first 10 turns of settling on the plains hill. The advantage of 1E is the tile picker would be guaranteed to pick up the dye first. 1E also picks up more of the PFH in the 2nd ring as opposed to the 3rd ring. Both locations get me the 1st warrior on the same turn (EOT7). The extra production doesn't make any impact until the first settler which comes 1T sooner and the subsequent builder which also comes 1T quicker. Ultimately the reason I chose to move 1NE is because it gives me some great 1st ring district locations, while still having enough tiles to work in the early game. Gold is at a premium early and I want to use my gold for purchasing builders and monuments to start cities off quick. I can put a 3-adjacency holy site 1NE, 3-adjacency campus 1W (assuming those mountains are connected), and 3-adjacency Commercial 1SW which boosts campus up to 4. The NE rice I can harvest and replace with a Stepwell.
Warrior is planning to poke a little further southwest before circling counterclockwise. I don't want to venture out into the desert but I do want to poke around the geothermal fissure some more.
TheArchduke - Lots of Civ 6 experience, has won previously via domination as Mongols. Decent economic development, strong general, good situational awareness. Playing Japan of the half priced encampments/theaters/holy sites and boosted adjacency from other districts, and +5 combat adjacent to coast. This is a flexible civ choice with bonuses to economy and war and religion right from the start of the game. The UU is located on a dead-end tech that isn't a priority, and probably won't be a game changer (although with the change to siege only working for melee it might feature an appearance). As India I'm happy to see the religious bias as this provides an opportunity to mooch off another religion. Probably will aim for a more builder early game, starting with holy sites before encampments.
Alhambram - Lots of Civ 6 experience, has won religious victory previously as Russia. Flexible, thinks outside the box. Playing Hungary of the quickly-constructing-districts-across-a-river and speedy + powerful levies. City states are a liability with Hungary in the game. Alhambram could levee a CS army and cause massive damage and disturbance through pillaging, probably earning back the levy cost in plunder. I'll need to beware of leaving myself vulnerable and will have to keep an eye on Hungary's gold balance. The UU and UB are too late to have much (if any) impact on a game this small. No incentive to found a religion unfortunately. Probably will use the levy ability early and often. With the +2 envoys that he gets from the levy it will be hard to compete for suzerainty. I'd guess each other player could focus envoys on one CS and maintain it while Hungary controls all other CS that remain alive.
Scooter - (relatively) new to Civ 6 but has a host of dedlurkers cheering him on. He's been around RB for a very long time with much civ 4 experience. Should adapt well given the dedlurkers who can steer him in the right direction. Playing the wonder-buildering China. The plan is straightforward and powerful: Build all the ancient and classical wonders, starting with Pyramids. Religion is a given through Stonehenge. The faith-for-wonders founder belief is likely (see PBEM 7 for how powerful that is, and moreso now that faith has more value). Unfortunately the faith-for-wonders belief won't impact me much since China will own all the wonders. Too much buildering may leave Scooter vulnerable to attack and conquering of a juicy target. I'm hoping that Hungary can cause some havoc on that side of the world.
Start by moving warrior to the southwest, which reveals a geothermal fissure but nothing worth traveling in that direction for the capital. I have been debating whether to proceed 1NE and found on the hill for the extra production, or 1E for the 1st ring rice. Moving 1NE costs a turn which basically negates the first 10 turns of settling on the plains hill. The advantage of 1E is the tile picker would be guaranteed to pick up the dye first. 1E also picks up more of the PFH in the 2nd ring as opposed to the 3rd ring. Both locations get me the 1st warrior on the same turn (EOT7). The extra production doesn't make any impact until the first settler which comes 1T sooner and the subsequent builder which also comes 1T quicker. Ultimately the reason I chose to move 1NE is because it gives me some great 1st ring district locations, while still having enough tiles to work in the early game. Gold is at a premium early and I want to use my gold for purchasing builders and monuments to start cities off quick. I can put a 3-adjacency holy site 1NE, 3-adjacency campus 1W (assuming those mountains are connected), and 3-adjacency Commercial 1SW which boosts campus up to 4. The NE rice I can harvest and replace with a Stepwell.
Warrior is planning to poke a little further southwest before circling counterclockwise. I don't want to venture out into the desert but I do want to poke around the geothermal fissure some more.