A spoiler thread, finally.
My picks were:
1. Tebryn of Sheaim
2. Shekinah of Sidar
3. Dain of Amurites
4. Arendal of Ljos
5. Tasunke of Hippus
Cairo got my top pick (but he is Averax) but that's fine. Playing with Sidar sounds like a cool trip too. I'm still debating a little whether I'd like to play magic game like before or go with recon game. Sidar is OK with magic route, y'know ARC etc. But I think I really want to focus on Recon line and play with their ability to cast Severed Soul spell with all my Recon units (once I get KotE), giving me a flying 2 move unit that can teleport my unit to the tile where the summon is standing. This gives me ability to move very quickly basically giving me two free moves anywhere. Besides it looks like at least two of my opponents are going for mages so my Assassins will be handy for that matter. Of course I will also play with adepts but no mages this time as high priority. If I want a religion FoL is high on the list.
Adepts can be used as shades if they ever get 17 xp (level 5, this used to be level 6) if nothing else. With ARC that's a lot faster, also never really played with CRE in MP (I think?) so time to test that as well. At least early city spot deciding will be a lot easier. So Sidar's specialty is that I can turn any level 5 unit to shade being able to settle them as Great Persons with some extra gold/beaker/hammer/culture depending on the GP I choose. Similarly with city specialists. That is a decent boost too. This is going to be the cornerstone of my economy, hopefully those barbs come in plenty early to get one shade ASAP. Usually later you don't want to turn your best units into Shades but earlier that doesn't feel so bad.
World spell, Into the Mist, can be useful. Turns all my units invisible for as long as I don't attack or cast a spell. Can be very powerful, especially if used before mages hit the stage. Or even then it's not still useless, but mages can hit my invisible units with spells like Maelstorm. Not even going to describe all the possible ways to abuse this spell but there are plenty. Always good to have a spell under my sleeve that can be scary to my opponents. Against Bob this won't be that useful... I think floating eyes (meta I, he starts with that mana) will reveal invisible units (I know it does show all other's so most likely shows invisibility from WS too?). If a lurker has better knowledge, please let me know. Otherwise, need to test that myself, I guess.
So the start (as you all know):
![[Image: fOlDBY3.jpg]](https://i.imgur.com/fOlDBY3.jpg)
And when I got this I noticed one of the reasons why Sidar sucks. They start with Pacifism! -20% unit production, no thanks. So I had to revolt away right now. So why not just scout for first turn then?
![[Image: zY3Iqrk.jpg]](https://i.imgur.com/zY3Iqrk.jpg)
I revealed some tiles, but not much. Then I settled on T2 back to where I started. All others went with SIP (obvious).
Just played T22, this is from T18 showing the land I know before Spider ate my Scout.
![[Image: F2IcCjZ.jpg]](https://i.imgur.com/F2IcCjZ.jpg)
I met Cairo close to that Sugar but he hasn't found (?) my borders yet. I think his scout died like mine so maybe that's why.
Tech path: Agri -> Calendar -> Crafting -> Mining for start.
2nd city goes to that PH 1S of Ivory. Way to use CRE! I don't think anyone else will settle there. Commerce early is a very high priority, even higher that better food tiles (for example 2 x Sheep). The 2nd city will be settled T39 or T40 so not the earliest 2nd city. I could speed that with Exploration but I'll skip the tech for a bit. I get TRs with rivers anyway, and the first TRs with cap are the most important giving +2c immediately while the 3rd city only gives +1c. And I have Rice, Cotton and Reagents. Two riverside 4c. This city is going to be very strong in hammers with 9 hills. If I didn't have CRE I'd probably settle where I have "not x?". Can't ignore those commerce tiles even if they're not the best ones.
My picks were:
1. Tebryn of Sheaim
2. Shekinah of Sidar
3. Dain of Amurites
4. Arendal of Ljos
5. Tasunke of Hippus
Cairo got my top pick (but he is Averax) but that's fine. Playing with Sidar sounds like a cool trip too. I'm still debating a little whether I'd like to play magic game like before or go with recon game. Sidar is OK with magic route, y'know ARC etc. But I think I really want to focus on Recon line and play with their ability to cast Severed Soul spell with all my Recon units (once I get KotE), giving me a flying 2 move unit that can teleport my unit to the tile where the summon is standing. This gives me ability to move very quickly basically giving me two free moves anywhere. Besides it looks like at least two of my opponents are going for mages so my Assassins will be handy for that matter. Of course I will also play with adepts but no mages this time as high priority. If I want a religion FoL is high on the list.
Adepts can be used as shades if they ever get 17 xp (level 5, this used to be level 6) if nothing else. With ARC that's a lot faster, also never really played with CRE in MP (I think?) so time to test that as well. At least early city spot deciding will be a lot easier. So Sidar's specialty is that I can turn any level 5 unit to shade being able to settle them as Great Persons with some extra gold/beaker/hammer/culture depending on the GP I choose. Similarly with city specialists. That is a decent boost too. This is going to be the cornerstone of my economy, hopefully those barbs come in plenty early to get one shade ASAP. Usually later you don't want to turn your best units into Shades but earlier that doesn't feel so bad.
World spell, Into the Mist, can be useful. Turns all my units invisible for as long as I don't attack or cast a spell. Can be very powerful, especially if used before mages hit the stage. Or even then it's not still useless, but mages can hit my invisible units with spells like Maelstorm. Not even going to describe all the possible ways to abuse this spell but there are plenty. Always good to have a spell under my sleeve that can be scary to my opponents. Against Bob this won't be that useful... I think floating eyes (meta I, he starts with that mana) will reveal invisible units (I know it does show all other's so most likely shows invisibility from WS too?). If a lurker has better knowledge, please let me know. Otherwise, need to test that myself, I guess.
So the start (as you all know):
![[Image: fOlDBY3.jpg]](https://i.imgur.com/fOlDBY3.jpg)
And when I got this I noticed one of the reasons why Sidar sucks. They start with Pacifism! -20% unit production, no thanks. So I had to revolt away right now. So why not just scout for first turn then?
![[Image: zY3Iqrk.jpg]](https://i.imgur.com/zY3Iqrk.jpg)
I revealed some tiles, but not much. Then I settled on T2 back to where I started. All others went with SIP (obvious).
Just played T22, this is from T18 showing the land I know before Spider ate my Scout.
![[Image: F2IcCjZ.jpg]](https://i.imgur.com/F2IcCjZ.jpg)
I met Cairo close to that Sugar but he hasn't found (?) my borders yet. I think his scout died like mine so maybe that's why.
Tech path: Agri -> Calendar -> Crafting -> Mining for start.
2nd city goes to that PH 1S of Ivory. Way to use CRE! I don't think anyone else will settle there. Commerce early is a very high priority, even higher that better food tiles (for example 2 x Sheep). The 2nd city will be settled T39 or T40 so not the earliest 2nd city. I could speed that with Exploration but I'll skip the tech for a bit. I get TRs with rivers anyway, and the first TRs with cap are the most important giving +2c immediately while the 3rd city only gives +1c. And I have Rice, Cotton and Reagents. Two riverside 4c. This city is going to be very strong in hammers with 9 hills. If I didn't have CRE I'd probably settle where I have "not x?". Can't ignore those commerce tiles even if they're not the best ones.