I've decided, in honour of my new elven brethren, to return to my first ever game here at RB for my naming scheme: Enya
So, on to the game. I am Arendel Phaedra of the Ljosalfar.
Arendel is SPI/CRE. The only real difference in FFH2 to vanilla (other than different building bonuses) is that SPI gives me bonuses for Disciple units. So I will definitely be going after a religion (more on that below). Other than that, Spiritual and Creative is still just as nice and EitB has even more civics to swap in and out of and more difficult to get early culture, so I think they are better traits here than in BTS/RBMod.
The other Ljosalfar leaders available were Amelanchier, who has a terrible combo of Raiders/Philosophical (raiders can be very good, but not paired with PHI imo) and Thessa, who's Expansive/Arcane. Actually quite a nice combo, I don't remember why I picked Arendel over her. Oh well.
Ljosalfar
The good elves of Erebus. They start with Exploration, and their palace has Nature, Air, and Life mana. Their civ trait gives an attack bonus to Archery units, which isn't nearly as good as the bonus to Recon units the bad elves get, but still might come in handy if the game lasts long enough and I can actually get somewhere in the tech tree this time.
Their World Spell is March of the Trees and requires Way of the Forests, which means FoL is a requirement for these guys. The spell spawns a Treant, a Strength 10 Woodsman 2 Elemental unit, in every forest and ancient forest within your borders. Those forests then turn into new forests and require time to grow back to usefulness. These Treants last 5 turns (less on quick? I'll have to test it). So useful for a desperate defense or a well timed first strike.
Finally, as Elves, the Ljosalfar get the same elven effects their evil cousins get. That means units with the Elven race-trait get double movement on forests, extra attack in forests, and reduced worker speed. They can also build improvements on forests without removing them.
That last bit basically means, as I said earlier, the FoL religion is mandatory. Since there'll be forests everywhere (and it's best to not improve non-forested tiles to let forests grow on them) it's fantastic for them to turn into ancient forests. It also means that Aristo/Agrarian farms are a no-go (unless you avoid farming any forests), which means you can avoid teching Calender for a while.
In fact, my plan for this game is to start with Agriculture as normal, but then beeline Education for Cottages, then go for FoL, before Calender, before Animal Husbandry, before Crafting, before anything else. I'll get hammers from forests and commerce from cottages, plus an early God-King for my cap. I'll also need to build many more workers than normal, since they're naturally slow, and building stuff on forests takes longer than on clear land.
I picked them because they're different, and require a different playstyle than my previous civs. My second choice was the Grigori, and after than I can't remember.
Oh right, UUs. They have a unique Xbow and HA, so I'll discuss them if I ever build any. They can't build Siege Workshops or any of the units that require one.
So, on to the game. I am Arendel Phaedra of the Ljosalfar.
Arendel is SPI/CRE. The only real difference in FFH2 to vanilla (other than different building bonuses) is that SPI gives me bonuses for Disciple units. So I will definitely be going after a religion (more on that below). Other than that, Spiritual and Creative is still just as nice and EitB has even more civics to swap in and out of and more difficult to get early culture, so I think they are better traits here than in BTS/RBMod.
The other Ljosalfar leaders available were Amelanchier, who has a terrible combo of Raiders/Philosophical (raiders can be very good, but not paired with PHI imo) and Thessa, who's Expansive/Arcane. Actually quite a nice combo, I don't remember why I picked Arendel over her. Oh well.
Ljosalfar
The good elves of Erebus. They start with Exploration, and their palace has Nature, Air, and Life mana. Their civ trait gives an attack bonus to Archery units, which isn't nearly as good as the bonus to Recon units the bad elves get, but still might come in handy if the game lasts long enough and I can actually get somewhere in the tech tree this time.
Their World Spell is March of the Trees and requires Way of the Forests, which means FoL is a requirement for these guys. The spell spawns a Treant, a Strength 10 Woodsman 2 Elemental unit, in every forest and ancient forest within your borders. Those forests then turn into new forests and require time to grow back to usefulness. These Treants last 5 turns (less on quick? I'll have to test it). So useful for a desperate defense or a well timed first strike.
Finally, as Elves, the Ljosalfar get the same elven effects their evil cousins get. That means units with the Elven race-trait get double movement on forests, extra attack in forests, and reduced worker speed. They can also build improvements on forests without removing them.
That last bit basically means, as I said earlier, the FoL religion is mandatory. Since there'll be forests everywhere (and it's best to not improve non-forested tiles to let forests grow on them) it's fantastic for them to turn into ancient forests. It also means that Aristo/Agrarian farms are a no-go (unless you avoid farming any forests), which means you can avoid teching Calender for a while.
In fact, my plan for this game is to start with Agriculture as normal, but then beeline Education for Cottages, then go for FoL, before Calender, before Animal Husbandry, before Crafting, before anything else. I'll get hammers from forests and commerce from cottages, plus an early God-King for my cap. I'll also need to build many more workers than normal, since they're naturally slow, and building stuff on forests takes longer than on clear land.
I picked them because they're different, and require a different playstyle than my previous civs. My second choice was the Grigori, and after than I can't remember.
Oh right, UUs. They have a unique Xbow and HA, so I'll discuss them if I ever build any. They can't build Siege Workshops or any of the units that require one.