Barb archers don't get great odds if you make them attack and you choose defensive terrain. I, for one, support our new Impi overlords.
[SPOILERS] ipecac wants a win
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wetbandit picking Mongolia (Hunting/Wheel) means he should have 2 pigs too. If everyone has two pigs/corn it'll make it easy for me to decide whether to Impi rush a neighbour.
yuris: India (Mysticism/Wheel). I guess he wants Henge or religion. Fast workers can be dangerous because they can move and road on a hill or forest on the same turn followed by surprise invasion.
Note to self: try acquiring some. Also, yuris would be a good target for impi rush.
That's a pity.
Dark Savant picked Churchill (PRO/CHA) Inca (Agri/Myst). He probably wants to carry out a religion strategy again since his attempt in '38 ended prematurely. Quechua rush is unlikely. Ghostpants picked Mao(EXP/PRO) of Mali (Wheel/Mining). PRO skirmishers will be a hard nut to crack. If he's the neighbour I'll have to wait for knights. EXP/PRO will have a very fast start, with skirmishers to defend his plants.
Charriu: Shaka (AGG/EXP) of Khmer (Hunting/Mining). Khmer only shines for the starting techs. Shaka is a great pick. AGG has been buffed and EXP is strong as always.
JR4: Toku (AGG/PRO) of China (Agri/Mining). China is great for starting techs and for CKNs. Toku is a good AGG leader too. (2 of my backup AGG choices gone.) Superdeath: Kublai (CRE/CHA) of Egypt (Agri/Wheel). War chariots rush, priest economy? Does CRE/CHA get +70% to library? Edit- yes
Remaining AGG leaders, in descending order of preference:
AGG/CHM - Best AGG/IMP - Fine I suppose AGG/CRE- makes barracks culture useless, but still okay AGG/IND- feels antisynergistic too but playable AGG/SPI- don't have time to play SPI well AGG/ORG- savings on city maintenance can only be so much
No more Agg/Cre
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