Lewwyn
Fin/Spi of Inca
-1gold
-turbo warrior
-corn is moved 1S to tile C
-tile C is plains and not grass
Here's his start:
Yep, the colors are wrong, the scout should be a warrior, all that stuff. Not important to me - just wanted to see what he's looking at and see how things work for him.
His start is probably the slowest; however, the village gives him some extra options here, especially because he's financial. Fin/Spi really is the best combination for Inca here I think, so I applaud that pick. It allows him to get Hunting->Mining->BW faster (which is his obvious tech path), and really the bottle-neck for Lewwyn is likely research more than anything. Spiritual helps compensate for his lack of a scout, so really this start isn't as comically bad as I initially expected. Good for him I suppose. Still though, it's noticeably slower. Remember, by T16 I had:
-2 1/2 Quechas (or the equivalent hammers)
-a settler
-worker
-size 4 capital working 4 improved tiles
I ran through Lewwyn's start (working the village to get techs quicker) and he got:
-4 quechas worth of hammers
-a settler (came in 4T after me)
-size 3 capital working 3 improved tiles - corn, deer, RR mine. also a grassland farm and the village are available
Expand it out 2 more turns and he can finish a worker but still down a size (though ahead on improvements)... He's slightly ahead on Bronze Working and has 2 extra tile improvements though, so his long-term prospects aren't bad. Plus his deer is 1h better than mine.
The short of it is I really need to make my second city count to take advantage of the 4 turns I've gained on Lewwyn here, because the Terrace is likely to help him catch up. Granted, he doesn't have Exp OR Imp, so that may really hurt him as well. I really need to think about if Henge is something I should be seriously considering here. Mixed feelings on it. It's usually a good investment, and when I plan to spam cities as much as I am, it seems especially useful. The problem I see is if someone with the village is determined to get it, they could work that village and knock out IW and Masonry much quicker than I could. So there's that. Also yeah, it requires me to research those techs quicker than I probably would have otherwise.
Lewwyn's traits are traits that will be pretty great long-term. I really have to hope he struggles to keep up with the quick expansion pace that is likely to come from us Imp + T14 settler people. If he is able to keep pace, he would become the favorite.
In terms of sheer skills, Lewwyn is one of the better players here. He makes odd meta and diplo decisions in normal games, but that's obviously less of an issue here. It still could happen if he gets all rage-y because someone is camping on a forest in his territory and goes on a game-long vendetta, but I expect him to handle things differently in an AW setting. He's highly aggressive which is good and bad for him. In terms of micro skills, I'd rate him tops out of the players in this game - and PBEM22 has proven that he really enjoys that sort of thing (PBEM22 bored me to death after about 30 turns) which is half the battle.
I think his picks were really good, though I do wonder if Fin/Imp still might be better than Fin/Spi here. I know I liked the idea of the turbo warrior, but after running these sims and seeing how important growth is here, getting a free warrior is much less significant because he can produce a ton of them quickly. So I'm not so convinced he made the perfect 2nd choice, though it was still a good choice and his first choice was great.
PREDICTION: If Lewwyn can mildy keep pace through the first 40 turns, I expect him to be one of the favorites. He definitely has a slow-ish start, but he's a smart player. Still, his bad start and lack of an expansion trait is painful, so he definitely won't be "in the lead" anytime in the first half of the game. It's up to everyone else to claim enough land that he has to go on the offensive to give himself a chance to win. That'll be when sparks fly
.