WARNING! WALL OF TEXT!
So we had the first FFH2 snakepick with the following rules
1. Ancient start
2. Barb world
3. No settlers (But starting with two settlers)
4. Raging barbs
5. Wildlands
6. Unrestricted leaders snakepick
7. Living World
8. Acheron Pre-placed.
9. Human takeover of Mercurians + Infernals
10. Emperor difficulty
11. Kuriotates banned
12. Adaptive leaders banned?* (Have to stick with one trait)
13. Unrestricted leaders
14. Quick speed
15. No tech trading
16. No vassals
17. Lairs + huts on as normal
18. Orthus + Duin on
19. Map script - totally upto mapmaker
There was also a little discussion over the placement of unique features, nothing was decided however so we just have to wait to see what SL gives us!
Did I ever say how much I like and admire you SL? No? Deaf git!
Anyhoo Snake pick is about halfway through (4/10 picks) and I have time on my hands right now to think a bit about it.
Snakepick order was...
Ravus
Dantski (hey thats me!)
Sciz
Selrahc
Ichabod
Ravus picked Illians first. Anyone who wants more information on the Illians abilities can go look at Selrahc's excellent RBFFH2PBEM1 thread (ok I'll stop saying that). I'd expect Ravus to try and replicate Selrahc's PoW rush and I'd expect everyone else to think that too.
So what techs does he need to rush? Well he needs Philosophy to build the White Hand ritual and Ancient Chants + Mysticism before that. Once he has all those he has to complete a 268 hammer ritual. I'm estimating the techs will take 40-50 turns if he beelines it and the ritual around 15-20 turns, probably longer since he won't have very good production. So I reckon he could be ready T60 or so. PoW can get combat 1 from the aggressive trait too, I wasn't sure but I just checked, so I'm assuming he will pick an aggressive leader to ensure success. This could be a mistake to assume though, as he could easily take a Spiritual leader for the free Potency promotion on his PoW. Frankly I'm not sure there's any counter to 3 PoW with 7 strength and 6 Ice Elementals with...5(?) before T75.
There's also the possibility he may just use them to grab some barb cities and try to be peaceful towards the other players, however to play that way I think he'll need to pick some economic traits on a leader.
Onto my pick!
I definitely got some stick for my Pitboss 2 pick of Imp/Org Mali and perhaps rightfully so. Regular civ was never something I felt competitive at so for that game I went for something unusual which clearly didn't work. The least fun part of that game was having to put up with weak traits for hundreds of turns so I was pretty set on picking leader first this game.
Let's have a quick look at the traits that matter in regards to this game.
Aggressive (AGG)
Raging Barbs + Barb World + Living World + No Settlers means each player will be having large numbers of barbs to deal with this game. With the settler restriction, roads won't be all over the map either so AGG is definitely the warmongers choice over (RAI) raiders this time.
It's a solid choice and was under consideration.
Creative (CRE)
The extra 2 culture will be utterly worthless. You only have to expand one citiies borders this game to work tiles. The faster monument is again worthless and double speed Carnival is not a big deal. Typically I like playing creative leaders because I don't like building monuments, but this game I'd be surprised if anyone thinks "hey I think creative would be a good pick!"
Charismatic (CHA)
Hey I don't have an alphabetical list to refer to so shaddup!
This isn't a high priority for anyone.
Defender (DEF)
In normal games it's not worth thinking about, but this game screams at the player "BARBARIANS WILL STEAL YOUR WOMEN AND RAPE YOUR HORSES". Double speed archery range is nothing to sniff at but the doubling on Palisades and Walls are less....wow.
The extra 10% strength + withdrawal in your own borders isn't special but its not awful either.
Nevertheless since I'll be leader picking 2nd, I think I'll avoid it.
Expansive (EXP)
The no settlers option is obviously making this trait less desirable. An extra 3 health and double speed granary + harbour (if anyone plants a coastal city) is better than some traits on its own though. If anyone takes the Lanun this game, I wouldn't be shocked if they took an expansive leader.
Again though it's not a priority for me.
Financial (FIN)
Ahhh big bad financial. Always the prime trait for teching for the tile bonus. Double speed markets are cool too.
Was my #1 choice
Industrious IND
Definitely an interesting one. The usual 50% towards wonders and fast forges.
Low priority but with the right economic traits I can guarantee myself some wonders.
Philosophical (PHI)
So we only have 2 cities basic, PHI is a no brainer if you want to tech well. Double speed Elder councils is a bit meh.. since they are only 40 hammers anyway. But hey if it gives you an edge early on...
High priority pick.
Spiritual SPI
No anarchy, 2 free promotions on Disciple units and double speed Pagan + Religious temples. SPI is pretty nice to have, definitely on PoW...
Middle of the road pick, not something to priortize.
The other traits were't worthy of consideration IMO.
So who can get FIN + PHI?
1. Cardith Lords - using their adaptive trait anyway. They also get EXP
2. Cassiel - using adaptive, also gets IND
Well I think EXP is good and all, probably better than IND, but this game I'm going with Cassiel!