Sorry for the lack of posting, I'll make up for it some other time
Also snake pick just finished! woo
(Initial) Snake pick assessment:
Me: Julius Caesar (ORG/IMP) of Khmer (Hunting/Mining, UU: Ballista Elephant, UB: Baray)
Think we got a good outcome on the draw, ORG will fuel the IMP settlers, and I'm sure we'll use our Ballista Elephants for something or other. IMP has been a pretty common trait pick, but only one other has ORG, which will help us scale late game when IMP becomes less relevant.
Rekenner: Cathy (CRE/IMP) of Mali (Wheel/Mining, UU: Skirmisher, UB: Mint)
Plan is also to spam out settlers, bully everyone else with free culture, and will be early on hard to break with Skirmishers running around. Tough customer early on, will need to leverage that landgrab to avoid falling off hard.
Joshybravo963: Cyrus (CHA/IMP) of Rome (Fishing/Mining, UU: Praetorians, UB: Forum)
Yet another IMP leader, although unsure how well CHA actually synergises with the settler spam (beyond giving some helpful whip headroom). I also noticed that I completely and utterly forgot to analyse Charasmatic in my trait analysis post earlier on, which probably speaks for itself heh. Will still be a threat for a time, purely through the power of Praets.
Vanrober: Asoka (SPI/ORG) of India (Myst/Mining, UU: Fast Worker, UB: Mausoleum)
Hey, a restricted leader pick! India is a very strong civ solely down to the Fast Worker, although unsure about the Asoka pick myself. Be very interested to see what vanrober can do with SPI, and wouldn't be surprised if he snags a religion.
BING_XI_LAO: Hannibal (FIN/CHA) of Mongols (Hunting/Wheel, UU: Keshik, UB: Ger)
Highly promoted CHA Keshik's can be very scary, although not sure the map is small enough to pull something off with this? At least FIN will ensure he sticks around for a while.
bellarch: Victoria (FIN/IMP) of Inca (Myst/Agriculture, UU: Quecha, UB: Terrace)
Definitely the strongest IMP leader here (unsurprisingly taken before we could), and Inca is good although imo not amazing, with Quecha's being good barb archer whackers but not much else, and Terraces no longer being totally broken but still grea.
JesseL: Churchill (CHA/PRO) of Germany (Hunting/Mining, UU: Riesengarde, UB: Assembly Plant)
Again CHA is kinda whatever in my books, although being the only PRO allows you to be completely isolationist in terms of no-OB's, which, sure? If it gets to a point where Germany's UU/UB can make a difference, I'd be worried, but given the snowbally nature of Civ, I feel this is somewhat? unlikely to be the case.
There's a fairly clear divide here, between IMP and non-IMP leaders, since they are so prevelant.
Surprised to see so many CHA here.
Interesting to see a fair number of traits go completely unpicked. None surprise me too much, but interesting to note an even wonder playing field, and by-and-large a fairly even free promotion field (no AGG, one PRO)
I'm not too overly concerned (yet!) about starting next to any of the super strong UU's (e.g. Rome, Mongols) since we also have a super strong UU, but they could definitely be used to wreck some havoc at least.
Leader trait breakdown:
IMP: 4/7
CHA: 3/7
FIN: 2/7
ORG: 2/7
CRE: 1/7
SPI: 1/7
PRO: 1/7
---
EXP, AGG, PHI, IND: 0/7
Starting techs breakdown:
Mining: 5/7
Hunting: 3/7
Wheel: 2/7
Myst: 2/7
Agriculture: 1/7
Fishing: 1/7
Will plan on doing a little bit of simming soon-ish (just out to the first settler really), getting to a fast start is going to even even more essential.
Also snake pick just finished! woo
(Initial) Snake pick assessment:
Me: Julius Caesar (ORG/IMP) of Khmer (Hunting/Mining, UU: Ballista Elephant, UB: Baray)
Think we got a good outcome on the draw, ORG will fuel the IMP settlers, and I'm sure we'll use our Ballista Elephants for something or other. IMP has been a pretty common trait pick, but only one other has ORG, which will help us scale late game when IMP becomes less relevant.
Rekenner: Cathy (CRE/IMP) of Mali (Wheel/Mining, UU: Skirmisher, UB: Mint)
Plan is also to spam out settlers, bully everyone else with free culture, and will be early on hard to break with Skirmishers running around. Tough customer early on, will need to leverage that landgrab to avoid falling off hard.
Joshybravo963: Cyrus (CHA/IMP) of Rome (Fishing/Mining, UU: Praetorians, UB: Forum)
Yet another IMP leader, although unsure how well CHA actually synergises with the settler spam (beyond giving some helpful whip headroom). I also noticed that I completely and utterly forgot to analyse Charasmatic in my trait analysis post earlier on, which probably speaks for itself heh. Will still be a threat for a time, purely through the power of Praets.
Vanrober: Asoka (SPI/ORG) of India (Myst/Mining, UU: Fast Worker, UB: Mausoleum)
Hey, a restricted leader pick! India is a very strong civ solely down to the Fast Worker, although unsure about the Asoka pick myself. Be very interested to see what vanrober can do with SPI, and wouldn't be surprised if he snags a religion.
BING_XI_LAO: Hannibal (FIN/CHA) of Mongols (Hunting/Wheel, UU: Keshik, UB: Ger)
Highly promoted CHA Keshik's can be very scary, although not sure the map is small enough to pull something off with this? At least FIN will ensure he sticks around for a while.
bellarch: Victoria (FIN/IMP) of Inca (Myst/Agriculture, UU: Quecha, UB: Terrace)
Definitely the strongest IMP leader here (unsurprisingly taken before we could), and Inca is good although imo not amazing, with Quecha's being good barb archer whackers but not much else, and Terraces no longer being totally broken but still grea.
JesseL: Churchill (CHA/PRO) of Germany (Hunting/Mining, UU: Riesengarde, UB: Assembly Plant)
Again CHA is kinda whatever in my books, although being the only PRO allows you to be completely isolationist in terms of no-OB's, which, sure? If it gets to a point where Germany's UU/UB can make a difference, I'd be worried, but given the snowbally nature of Civ, I feel this is somewhat? unlikely to be the case.
There's a fairly clear divide here, between IMP and non-IMP leaders, since they are so prevelant.
Surprised to see so many CHA here.
Interesting to see a fair number of traits go completely unpicked. None surprise me too much, but interesting to note an even wonder playing field, and by-and-large a fairly even free promotion field (no AGG, one PRO)
I'm not too overly concerned (yet!) about starting next to any of the super strong UU's (e.g. Rome, Mongols) since we also have a super strong UU, but they could definitely be used to wreck some havoc at least.
Leader trait breakdown:
IMP: 4/7
CHA: 3/7
FIN: 2/7
ORG: 2/7
CRE: 1/7
SPI: 1/7
PRO: 1/7
---
EXP, AGG, PHI, IND: 0/7
Starting techs breakdown:
Mining: 5/7
Hunting: 3/7
Wheel: 2/7
Myst: 2/7
Agriculture: 1/7
Fishing: 1/7
Will plan on doing a little bit of simming soon-ish (just out to the first settler really), getting to a fast start is going to even even more essential.