Let's start with my opponents.
Cairo: Arendel of Ljos (SPI/CRE)
This was actually my #5 pick. Not a bad pairing. But considering the map I know so far... well, good luck with the trees of wrong kind! I would expect the traditional FoL + PoLs play. The traits are perfect for that.
Dave: Kandors (AGG/FIN/ING). I won one EitB game with this leader. Vaults play? Maybe. With the map around being quite crappy (before BW) I can see a builder here. No magic (well adepts) sucks though. Going RoK for sure, pretty much traditional Khazad game, melee units + Trebs. Around that era they're very good. But once opponents have mages... not so much.
superjm: Cassiel (PHI/IND). My #4 pick. superjm has been fairly passive in the games I've seen but I predict aggressive game this time. He gets his first hero out T17. 2nd around T60. The land doesn't favor fast rush though so I predict that the early rush won't be successful and he'll fall behind quickly, possibly making someone else also fall behind. Hopefully not my neighbour. Had I gotten the civ I'd have used the WS (resets GP counter) with PHI + sage specialist to get to mages quickly.
mack: Sandalphon (PHI/IND). I knew mack was going to pick this civ before the game started. Pretty much going to do similar things as I did last game. PHI/IND are good to help even faster growth + makes the farmer's gambit play very attractive. Getting shades won't be quite as easy as with ARC but still. I hope I can attack him before he is getting Ghosts. With the jungle/mountain map his Recon units are going to be even better than with flat land. I predict a very strong game from mack with two decent economy traits. If I ever get in trouble with invisible units I need to remember my special unit: Revelers (Currency tech), they can see magically hidden units.
Auro: Tebryn (ARC/SUM). Okay. I think the traits tell the kind of game I am going for
![mischief mischief](https://www.realmsbeyond.net/forums/images/smilies/mischief.gif)
. Yeah, no economy traits. The plan is to get to Witches very early and build them. I have simulated the started and I can get first witches out around T60 (with lucky spawns) and T65 with building. You heard that right, T65 mages, that's crazy. With summoner that can give me an army out of nowhere. No need to build warriors. Even with just 3 Witches I can send 6 spectres at strength 4 + C1 + 3 moves + Stigmata to harass my opponents. The plan is to make someone grow an empire for me and then take it. Of course, to make this play worth it, we must be close. And not 15 tiles away. More like 5 tiles away. Skeleton spam is also a good option, especially on defense.
Those T65 mages can be achieved by getting Agri (done), Calendar, Crafting, Mining, Exploration, Mysticism and KotE in that order. The question is, do I need to hurry this much and kill someone that early? No, if we're not close. I need to find that out. I have already found Dave and Cairo already, and there's 13 tiles between the caps of me and Dave. I don't want to attack Dave though, his cities are super hard to take (C1 + 20% city defense). Cairo is further away from me. If mack is to my east I really want to attack early. If it's superjm then hmm... tough. It is also very hard to attack superjm early if he uses his heroes well. We shall see.
I think the #1 trap with Sheaim is trying to play a builder game and build an empire with good big cities with a lot of tiles apart from each other... it's just not going to work. Actually, just smaller cities closer together are good enough. We don't care for buildings much other than MGs + Planar Gates. Also, if you try to build and build... you'll skip the era when Sheaim can really have the edge, when nobody else doesn't have mages or anything too scary to match them.
I think the #2 trap with Sheaim is actually with Planar Gates and their units. It's so easy to keep going for many different type of buildings to get more units but... the only ones that really matter are Witches. Don't get me wrong, the others aren't bad either by any means, but they won't make me win this game. They're just waste of hammers for how a game with Sheaim should be played.
Raising AC is a bit of a trap too IMO. It's not quite easy to do... Prophecy of Ragnarok is there (335h) but I'm not going to build it. I'd rather build 3 more Witches (300h). Razing cities is an option of course if I can't kill my opponent. But if I get to do that too much I'm not doing the war the right way... so I don't see that happening too much either.
For reference:
AC |
Spawn Chance (%) |
Max units/gate |
0-9 |
5 |
2 |
10-29 |
10 |
4 |
30-39 |
13 |
8 |
40-49 |
17 |
10 |
50-59 |
20 |
12 |
60-69 |
23 |
14 |
70-79 |
27 |
16 |
80-89 |
30 |
18 |
90-99 |
35 |
20 |
100 |
40 |
25 |