And now Realms Beyond presents their version of....
Bachelor #1
Leader Bonus - Roosevelt Corollary
+5 strength to units on their home continent
+1 appeal to all tiles in a city with a national park
Access to the Rough Rider Unit after researching Rifling
Civilization Ability - Founding Fathers
Earn government legacy bonuses in half the time
Unique Unit
P51 Mustang
Unique Building
Film Studio
When PBEM3 was setting up I was telling Ichabod about how much I was hoping we would get America for a chance at the +5 strength on home continent, and I don't think my views on that bonus have lessened at all since then. That ability just screams "go out and rush someone" to me. But that is also the only early-game bonus America gets. Rough Riders come in with Rifling, which is Industrial Era. The P51 Mustang is a good bonus for the beginning of the air game, but this is in the Atomic Era. And the Film Studio is in the Modern Era. So we are going to be relying on that +5 as our strategic advantage for most of the game as America.
I do like the Rough Rider unit, though I haven't played with it much. It's very cheap, occupies a unique spot on the unit tree as the only heavy cavalry unit between knights and tanks, and is very strong. If you haven't seen the unit before it gets an impressive list of buffs:
- 67 strength
- +10 strength on hills
- Only costs 2 maintenance
- Requires no strategic resources
- Earns culture for killing units on your home continent
The last one is map dependent, but I think there are good odds that even if I do try to run wild militarily in the early game that there will still be combat on the same continent by the time we get to the Industrial Era.
Roosevelt also is built for a culture/tourism win later down the line. Gaining extra appeal from National Parks, converting that appeal to Tourism with Seaside Resorts, and then building Film Studios to boost that Tourism all seem like a strong finisher to a tourism victory. I do question how viable a tourism victory would be against human players instead of the AI, but it may be the kind of thing that can tip a close game.
I don't think the civilization ability is anything more than a minor bonus. I don't think I've ever picked my government based on their legacy bonus.
Bachelor #2
Leader Bonus - Thunderbolt of the North
Allows Coastal Raiding for all naval melee units
+50% production towards naval melee units
Allows building of Viking Longship
Civilization Ability - Knarr
Units gain ability to enter ocean tiles after researching Shipbuilding.
Naval melee units heal in neutral territory.
Movement costs for embarking and disembarking are ignored.
Unique Unit
Berserker
Unique Building
Stave Church
This feels like the mapmaker is saying "Trust me, there's going to be water in this pangaea game." And I really want to trust him, I really do. The coastal raiding thing is really powerful and neat; i think there's a lot of potential for pillaging coastlines in a game where everyone will be ignoring water. But there are some fun aspects to play around with here as well. Berserkers seem like the kind of unit that can wreck havoc like horsemen ... except they lose out on one of the biggest benefits of having a lot of movement: namely being able to attack in from out of the fog. (They probably work better when launching from the coast where the enemy can't attack them and has to cover too many weakpoints due to their movement.) Stave church seems like a generic building for faith, and nothing that I'm terribly excited about.
The biggest thing I'm excited for though would be the ability to embark before anybody else could - being able to grab new territory or launch attacks from avenues unavailable to my opponents could be a lot of fun, especially in a game that emphasizes units.
But while Herald seems like he has some potential, I just don't see the fit as working out on this map. I'm going to go ahead and eliminate him now.
Bachelor #3
Leader Bonus - The Grand Embassy
International trade routes to more advanced civs give extra science and culture
Civilization Ability - Mother Russia
Gain extra territory when founding cities
Gain +1 production and faith from tundra tiles
Unique Unit
Cossack
Unique Infrastructure
Lavra
I have to admit that I am very tempted by Russia. The civilization ability means you don't have to purchase those needed tiles early on and turns tundra into usable tiles. The leader bonus is kind of meh, it's something that players wouldn't let you take advantage of the way that AI will. But the real strength is the Cossack, and we saw Alhambram really showcase just how insane a strategy of building up faith with Lavras and tundra and then mass-purchasing Cossacks with that faith can be. Truthfully, I think Russia is the strongest of the 3 civs, and following the blueprint that Alhambram laid out in PBEM2 is a great plan to follow.
We'll keep the gameshow theme for a bit longer and make you all wait for my decision.