1.Sevenspirits/Krill - Montezuma of Zulu
2.Zaldax - Huanya Capac of Byzantium
3.Gavagai - Darius I of Aztecs
4.2metraninja - Roosevelt of Sumeria
5.Jowy - Suryavarman II of Persia
6.Dhalphir & Hashoosh - Mansa Musa of Ottomans
7.Gaspar/Noble - Bismarck of Mali
8.Retep - Mehmed of Carthage
9.Kuro - Isabella of China - UP NOW
10.Mikehendi - Elizabeth of France
11.wetbandit - Hannibal of Egypt
12.Goreripper - Zara Yaqob of Greece
I'll write up an analysis on the strengths and weaknesses of each of these pairings.
1. The DreamTeam
![[Image: Krill_Water.jpg]](http://www.proteinpower.com/drmike/archives/Krill_Water.jpg)
Agg/Spi of Zulu
Ikhanda - 60h UB is now 30h from Agg
![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif)
That's -20% maintenance for 1/4 the cost of the courthouse, available from the start. Oh god.
I'm surprised they didn't take Shaka tbh, for Exp granaries and cheap workers for RExing, but they've got a top tier trait in spiritual with Monty. Aggressive normal drawback is drastically curbed with that very powerful UB. Starting techs aren't bad, they've likely got a start similar to ours, with a cereal and a hunting happy (furs or ivory).
This is without even mentioning the UU, a 2-mover spearman. If they start next to the Egyptian, Persians or Carthaginians, they'll be righteously pissed. Of course, the spear can cover an early stack of chariots or HA from retaliation from other spears or especially mounted units in an early rush. It can also easily outrun its natural enemy in the axe if roads aren't built, and if they are it moves at the same pace. A deadly ancient age UU that stays relevant until engineering.
2. The Madman, Specifically Zaldax
Fin/Ind of Byzantium
Starting with mysticism is quite a drawback, but if you're Industrious you can leverage it to an early stonehenge and/or Oracle, and from there, MC. Early MC could be used by Ind to grab the Colossus, which when paired with HC's financial, is quite the combo. Plus, cheap forges from Ind lower the initial cost of the Colossus. Financial Colossus means 2/0/4 coasts and 2/0/3 oceans, and in the Moai city he could have a real monster going.
The UB for Byzantium is the epitome of meh, their strength comes from phracts. God, the phracts. Str 12 2 movers, with only pikemen capable of matching them. And even then, just barely. If we start near him, a top priority would be to gimp him before the medieval era, if he starts wonderwhoring that should be our cue to flood him with axes.
3. Gavagai
![[Image: 9780521639491.jpg]](http://assets.cambridge.org/97805216/39491/cover/9780521639491.jpg)
Fin/Org of Azteca
Mysticism/Hunting, probably the weakest starting tech combo out of the gate. A strong leader for sure, if there's water on this map Org could prove to be a very strong trait from the lighthouses. Financial, is financial, and is one of, if not the, power trait.
Organized sac altars is all this has going for it other than financial, and sac altars are somewhat wasted on an organized leader, as the cheap courthouse bonus is reduced because the base cost of the aztec courthouse is lower. The UU is a gimped sword, given that we'll have a balanced start, though woodsman 1 can be leveraged into a powerful medic unit.
4. 2metraninja
Ind/Org of Sumeria
Agri/Wheel. Strong tech combo indeed. Given that he's gone org/ind, a GLH build seems suspiciously on his horizon. Cheap forges and cheap ziggaurats, as well as cheap lighthouses is always good, so this may be a wonder whoring option. The UB, as with the Aztecs, is slightly wasted on Roosevelt, but that's nothing to cry over. Vultures are strong, but not gamebreakingly so. Well, if you're aggressive you could likely leverage them with Ziggaurats into a powerful early game lead, but he's not aggressive nor expansive. Or creative. 3 traits which I feel go really nicely with the Sumerians.
5. Jowy, Relaxed
Cre/Exp of Persia
Creative and Expansive have little to do with the Persians, who themselves are a very bland civ. The apothecary is sub par, at best. The immortal is good for an early rush, but only if your opponent lacks metals, which no one should in this game. The immortal also circumvents the Phalanx's defensive bonus, but doesn't receive bonus attack against it. Immortals beat chariots on defensive terrain, and that is their only advantage aside from taking out a non-metal empire (due to their adv vs. archers).
A bland pick
6.
Note: That's not a picture of me, and as I far as I'm aware, of Dhalphir.
We've painfully analyzed our picks throught the whole thread, so let's move on. It'd be nice to get some lurker feedback on our combo though
7. Gaspar and Noble
Exp/Ind Mali
Whelp, this will be another powerful team. Ind goes well with Mali for boosted Mints, and skirmishers are a powerful early game deterrent. Not much you can do to dislodge them short of catapults, or I guess Immortals. Expansive is always a good trait, and with Bismarck they could take their pick of an early wonder, thanks to having 25% more workers than everyone else for quick chops, and having early access to BW from starting with Mining.
8. Retep
Exp/Org of Carthage
![[Image: Figuur.aspx?FiguurID=1405]](http://www.boekenroute.nl/BoekComps/Figuur.aspx?FiguurID=1405)
This is probably the combo with the most cheap, strong early buildings, though harbours are a little on the extravagant side. The pricey Cothon is now reduced by 50% hammer cost, providing the opposite effect as the Organized Sac. Altars and Ziggs. It does require Compass to build though, which is quite off the beaten track until one wishes to take to the seas in force.
9. Kuro
Exp/Spi of China
China is the fastest starting civ in the game, and I expect that to be leveraged well with an expansive leader. He can move into slavery as soon as he reaches BW (which will be quickly, because China) and then do quick whips with cheap granaries. A strong combo that will start to run out of steam in the mid game, I think. The Chinese UU is nothing to sneeze at, it has the disadvantage of usually being selected as a defender, which catapults or trebuchets do not. The UB is meh.
10. Mikehendi
Fin/Phi of France
I'm astonished Elizabeth fell to 10th pick in a game with the top two financial civs banned.
![shakehead shakehead](https://www.realmsbeyond.net/forums/images/smilies/shakehead.gif)
France is a solid pick, better than the Ottomans by virtue of musketeers, though we are on about equal footing. The salon is such an odd UB that RBmod really turns into something desireable. By the time you have an observatory in a city, why the hell do you need an extra artist?
![scared scared](https://www.realmsbeyond.net/forums/images/smilies/scared.gif)
Silly BTS unique buildings...
11. Wetbandit
![[Image: wet-bandit-pinney.jpg]](http://www.otsports.com/wp-content/uploads/2012/04/wet-bandit-pinney.jpg)
Fin/Cha of Egypt
Can you say synergy? If he gets Stonehenge he's basically +2 happy Willem of Oranje. That's a big if though. Obelisks and charismatic is potent, and it seems likely he'll be going for an early religion (or two). That said, there's always the cha WC to look out for, getting them to two promos after one combat means that they can take shock (!).
Financial, as always, is quite strong. This seems to be one of the better leader/civ pairings on the field right now.
12. Goreripper
![[Image: gore_ripper.jpg]](http://dreamgaming.no-ip.org/cuitems/gore_ripper.jpg)
(Brings back sweet memories)
Cre/Org of Greece
Now this is an interesting build. Cheap Odeons and the power of Org mean a pretty good early-mid game, but then his power significantly drops off. The phalanx is good for the first hundred turns, as it means you don't need spears to defend an early axe-army. However, if you're facing someone like Sumeria, Egypt or Carthage, you may be finding your UU to be useless.
Thoughts?