The Enemies - A Tactical Guide
Volume VI - Dhalpir & Hashoosh
(For some reason, that's what the name combination made me think of)
Mansa Musa of the Ottomans (Spiritual, Financial, Agriculture, The Wheel, Hammam, Janissary)
(I've previewed Mansa it feels like a dozen times. There's only so many ways to riff on it.)
Known Knowns:
I'll start with the team before the combo this time. Dhalpir is the guy who posted the thread with the basic worker question and it turned into some basic questions thread. He's obviously a fairly recent adopter of Civ4, at least at a semi-competitive level, so I don't expect a ton from him. He has however completed an SG and jumped into a handful of games, based on his signature. He's irritated me a couple of times in the setup thread with his "why can't we all be nice and understanding routine." Don't get me wrong, I'm generally a peacemaker myself, but I also don't think there's anything wrong with, say, giving a new player a short leash for his disappearance. While it sounds super great that we should be super nice to everybody, we've seen plenty of situations where a new player's excitement wanes quickly and it holds up and even ruins games. I'm all for an inclusive community, but you have to balance the needs of the many against the needs of the one and it's less fair that a new guy gets unfairly replaces than it is for a new guy to ruin a game for 12 people. That didn't happen here, but I don't personally need a lecture from him either. Anyway, seems like a try-hard. I'd expect he'll do okay, since there's an obvious interest in learning, which plenty of vets haven't shown the ability to do.
The combo is solid. Mansa was easily the best leader on the board when they picked, and the Ottomans were easily the best Civ left (in a vacuum, of course. One could make a compelling case for say, the Vikings, who weren't picked.) There's no synergy but synergy doesn't matter. Everything about what he gets here brings something to the table - Spiritual is still a decent trait in the hands of an inexperienced player, still saving several turns of anarchy and letting you pop your GAs when you need the boost, not when you need a Civic change. Its not the weapon it is in the hands of someone who knows how and when to juggle civics and can make the cheap temples work, but its still one of the easier traits to get something out of. Financial is the easiest trait to use and the best. There's nothing to help much early on, of course, so you expect a Mansa player to fall behind a bit before really shining in the midgame. I analyzed the Ottomans a bit before our pick, Ag/Wheel is beakeriffic and allows you to get cottages in play quickly. Hammams are an upgrade on a useless building, but not enough of one to build many unless you're lux starved. Janissary's are a win more unit, helping you clean up against a backward opponent but pretty much just muskets against an even or advanced one. They have a place but they're nothing special.
Known Unknowns:
One of the big questions is how do they attack the early game. There's a heavy temptation for a newer player with Spi to go for early religion, which is a dangerous tactic in a 12-player game. It is important though to get any leverage out of the trait. Certainly a delicate balancing act. With 3 IND civs and no stone/marble, you'd think they'd avoid any early wonder chasing, but it can be a tempting mistress.
Unknown Unknowns:
Again, don't think there's much left unsaid here.
Dhalpir and Hashoosh's Yearbook:
Pro Wrestler Their Personality Most Reminds Me Of:
Likeliness to Succeed:
NSFW
Quality of Selection:
Exploitable Weakness: They haven't quite mastered the ins and outs and play decent but mistake-filled game.
Biggest Fear: Noble's abrasiveness in the signup thread makes them dedicate their game to screwing us.
Volume VI - Dhalpir & Hashoosh
(For some reason, that's what the name combination made me think of)
Mansa Musa of the Ottomans (Spiritual, Financial, Agriculture, The Wheel, Hammam, Janissary)
(I've previewed Mansa it feels like a dozen times. There's only so many ways to riff on it.)
Known Knowns:
I'll start with the team before the combo this time. Dhalpir is the guy who posted the thread with the basic worker question and it turned into some basic questions thread. He's obviously a fairly recent adopter of Civ4, at least at a semi-competitive level, so I don't expect a ton from him. He has however completed an SG and jumped into a handful of games, based on his signature. He's irritated me a couple of times in the setup thread with his "why can't we all be nice and understanding routine." Don't get me wrong, I'm generally a peacemaker myself, but I also don't think there's anything wrong with, say, giving a new player a short leash for his disappearance. While it sounds super great that we should be super nice to everybody, we've seen plenty of situations where a new player's excitement wanes quickly and it holds up and even ruins games. I'm all for an inclusive community, but you have to balance the needs of the many against the needs of the one and it's less fair that a new guy gets unfairly replaces than it is for a new guy to ruin a game for 12 people. That didn't happen here, but I don't personally need a lecture from him either. Anyway, seems like a try-hard. I'd expect he'll do okay, since there's an obvious interest in learning, which plenty of vets haven't shown the ability to do.
The combo is solid. Mansa was easily the best leader on the board when they picked, and the Ottomans were easily the best Civ left (in a vacuum, of course. One could make a compelling case for say, the Vikings, who weren't picked.) There's no synergy but synergy doesn't matter. Everything about what he gets here brings something to the table - Spiritual is still a decent trait in the hands of an inexperienced player, still saving several turns of anarchy and letting you pop your GAs when you need the boost, not when you need a Civic change. Its not the weapon it is in the hands of someone who knows how and when to juggle civics and can make the cheap temples work, but its still one of the easier traits to get something out of. Financial is the easiest trait to use and the best. There's nothing to help much early on, of course, so you expect a Mansa player to fall behind a bit before really shining in the midgame. I analyzed the Ottomans a bit before our pick, Ag/Wheel is beakeriffic and allows you to get cottages in play quickly. Hammams are an upgrade on a useless building, but not enough of one to build many unless you're lux starved. Janissary's are a win more unit, helping you clean up against a backward opponent but pretty much just muskets against an even or advanced one. They have a place but they're nothing special.
Known Unknowns:
One of the big questions is how do they attack the early game. There's a heavy temptation for a newer player with Spi to go for early religion, which is a dangerous tactic in a 12-player game. It is important though to get any leverage out of the trait. Certainly a delicate balancing act. With 3 IND civs and no stone/marble, you'd think they'd avoid any early wonder chasing, but it can be a tempting mistress.
Unknown Unknowns:
Again, don't think there's much left unsaid here.
Dhalpir and Hashoosh's Yearbook:
Pro Wrestler Their Personality Most Reminds Me Of:
Likeliness to Succeed:
NSFW
Exploitable Weakness: They haven't quite mastered the ins and outs and play decent but mistake-filled game.
Biggest Fear: Noble's abrasiveness in the signup thread makes them dedicate their game to screwing us.
I've got some dirt on my shoulder, can you brush it off for me?