I think the first thing we are going to have to come to terms with is that we are unlikely to be able to plan the civs out much in advance. 12 civilizations are going to get picked and it's our job to do the best we can with that.
One of they key focii will be ensuring that the civs can all benefit from similar techs if possible. This allows us to beeline far more efficiently. This may be dashed by the wayside though simply depending on what picks are available at any given time.
Here is the list of civs. This is just so we can get an idea of what's available and stop us forgetting anyone:
Amurites- ORG/ARC/ING or PHI/ARC. Very nice world spell and strong casters. Impressive late game potential but nothing early game. Will likely not be one our initial desired picks, but could synergise well depending on what other picks we get.
Keelyn of the Balseraphs - Puppetspam. Unbelievably powerful. Spectres have been nerfed but there are plenty of other summons we could use. Downside to these guys is that they require a very focused tech path. Still, have to be top tier just for their military craziness later down the line. Perpentach is an extremely strong leader in his own right (one of the strongest, don't doubt it), but Keelyn's synergy with the puppets is overwhelming.
Bannor - ORG/CHA or SPI/FIN or ORG/RAI. Cottage economy civ. They are a late blooming civ that doesn't have much in the way of perks. I doubt we'll venture in this direction.
Calabim - ORG/RAI or AGG/PHI or FIN/CRE. Don't forget the FIN nerf, it's rather substantial. However, it will be decent if one of us is staying at 0% tech the entire time. Vampires are strong because vampires are strong. Require a strict beeline but can be very powerful militarily.
The Clan- SPI/EXP/BAR or AGG/ORG/BAR World Spell is very nice but greatly weakened due to no huts and possibly no goblin forts. Anyone know how the barbarian trait works with a team? Warrens make this civ formidable. Very much so. They can spam out the settlers for others if Jonas is chosen.
Doviello - Euch. No. no no no no no.
[B Elohim[/b] - CRE/ORG or PHI/CHA. A very decent civ. Tolerant could work team-wide as conquered cities could potentially be gifted to the Elohim. Their world spell is a nice deterrant too. A strong pick that I hope will fly under most peoples radar.
Cassiel of Grigori - PHI/ORG(ADAPT) - Good leader. Adventurers could be decent for an early defence force. The team mates could build their temples for them so they dont miss out on happy. Not a bad pick by any means.
Hippus - AGG/RAI or FIN/EXP - Very nice world spell and fantastic mobile defence. Useful for defending 3 civs at once! They maintain strength throughout the game and can be a nice deterrant too. I'd favour the Rhoanna version personally, but that's just my playstyle. If we had someone like Jonas pumping out settlers for the team, then EXP would be a nearly worthless trait.
Auric of the Illians- CHA/ARC. Can get some nice early super units. No world spell which is a shame but the ability to make use of any terrain could be useful. I wouldn't totally rule this civ out.
Khazad - AGG/FIN/ING or ORG/FIN/ING. I see this civ's best use as being someone that helps with the defence of the empire whilst sitting at 0% tech to power our 'techer' along. Strong defensively. A sturdy but uninspiring choice in my opinion. Like a dwarf.
Cardith of Kuriotates- PHI/EXP (ADAPT) A teching powerhouse and their centaur will be very useful too. Can use ADAPT to assist with whatever is needed. Plus their unique happy resources can be traded. A really nice pick in this set up in my opinion.
[U Lanun[/u]- EXP/CHA (ADAPT) Best teching civ in the game providing that there is some water. If there is, nobody can compete with them for tech.
Ljosalfar - SPI/CRE or EXP/ARC or RAI/PHI. A late bloomer (get it?). Biggest benefit is that they can use their workers to improve forest tiles for the entire team. This can be very powerful, however not as strong as Luchuirp due to snowball factor.
Beeri of the Luchuirp- IND/FIN Mud Golem is super cheap. Go check my PBEM XXII thread. They're very powerful and mud golems can do the legwork for the entire team. I expect them to be in high demand.
Varn of the Malakim- Great leader, decent civ. Very good for teching. Likes the religious route and would work well with someone like the Elohim.
Sheaim - ARC/SUM or SPI/SUM Good late game magic potential. Crap everything else. Pyre Zombies even got nerfed
Sandalphon of the Sidar- IND/PHI Wanes are very good. I think these will be picked by someone else as they will prioritise them higher. Decent but not great leader. Potentially very decent world spell- does it work team-wide?
Faeryl of Svartalfar - Worth grabbing if we don't get Luchuirp or Ljosalfar for the elven workers. Crap otherwise.
Just for something to do, i've highlighted in bold some of the stronger choices in my personal opinion. Those who I believe to be extreme top tier are also underlined. There are still lots of very strong choices outside of the highlighted ones though so it is my belief we'll be able to put a very strong selection out.
Quote:Just for something to do, i've highlighted in bold some of the stronger choices in my personal opinion. Those who I believe to be extreme top tier are also underlined. There are still lots of very strong choices outside of the highlighted ones though so it is my belief we'll be able to put a very strong selection out.
Good writeup, Kyan. A couple remarks: elven workers can only build stuff on forests in elven territory. All Bannor archery and melee units get a free Guardsman promotion, so they could come in handy if we go for magic. Sidar spell works only for their units: the only world spells that benefit the whole team are Arcane Lacuna and Stasis.
Starting techs (ideally, we pick civs from three different columns):
*Lanun also start with Seafaring
No techs for you: Clan of Embers, Doviello
I've been playing some SP team games to analyze the mechanics. It looks as though trade routes between teammates' cities are established as soon as there's a trade connection, but the value of the trade routes is the same as for any of your own cities.
We really need to look for synergy here - I'd hate to get stuck with a combination that had us scrambling all over the tech tree to enable different goodies for different civs. If we can keep to a tight tech path and ignore whole sections of the tree it will be much to our advantage.
Jkaen's summary of players:
Marthomist
Clan (SPI, EXP, BAR, Evil), Calabim (ORG, RAI, Evil), Elohim (PHI, CHA, Good).
Tech: Exploration, Ancient Chants
Mana: Body (x2), Fire, Nature (x2), Law, Shadow, Water, Spirit
Nabeilaknight
Kurio (Phi, EXP-ADAPT, Good), Malakim (SPE, CRE-ADAPT, Good), Amurite (ORG, ARC, ING, Neutral)
Tech: Agriculture, Ancient Chants
Mana: Spirit, Sun (x2), Water, Life, Mind, Body, Fire, Meta
Barbarian trait is useless in an AW setting, because you declare war on the abrbs as soon as you see them. Only thing you can get out of it is using the clan WS before you see any barbs. For other civs, it's useless.
Nice list Kyan and good point concerning the tech path DaveV. I would raise Calabim also among the underlined nations. They would allow focusing on mostly economy techs and still get the power unit out in timely manner. Were they draftable in 0008?
1 financial nation is definately good idea since there will be one nation running 100% gold while others try to keep 100% science.
Now assuming we want one of the underlined nations as our 1st pick. Here is my preference list for round #1:
1. Lurchuip - EitB Mud Golems are now tweaked to be better than Fast workers - enough said (I think from being bad they've now gone to category too good). Their other special units are also good in early offense and late game defense.
2. Kurios - It is about economy and they're flexible to work with most of the other nations and as Expansive could provide cheap cities to others assuming gifting will be allowed. In case we want to beeline mounted they could also have militaristic role.
3. Calabim - Vampire beeline provides also nice economic benefits.
4. Keelyn - Very powerful both in offense and defense. Beelining sorcery would be the name of the game. This makes her least flexible and therefore also worst 1st pick from this list to me. I think EitB has strengthened Keelyn. Sorcery bulb is now very easy and getting experience is also easier than before. Spectres are nerfed, but she can land sick numbers of them or use other summons. Definite 2nd pick to me, if we have either Lurchuip or Kurios already. Other 2 nations can focus solely on building economy.
Naturally this is not rock solid i.e. I can change my mind based on the discussion here and especially what others pick.
I assume given the quality of the teams here they will all do there homework and know that the mud golem doesn't suck anymore? Otherwise is it worth a gamble to leave them for a second round pick?
Also I would think given Kuro have their city limit nerf vanished, and also partlly due to
FFH10 Spoiler
Us getting the run around and forked right now due to amurite spell and centuar mobility
They would be a very early pick
Given somebody will end up with amurites, I think its worth considering when choosing your 3 teams what happens to your army during the world spell and hence having a non magic military arm
JKaen - you're very welcome to dedicately lurk us.
We don't need to gamble with Luchuirp unless we're close to last to pick on 1st round. They've a pretty clear role of providing mud golems, gold and possibly building some wonders to the team that doesn't limit much options concerning tech path. Masonry side step is nescessary to enable Barnaxus, wood golems and their world spell, but we don't need to go much further for a long time unless we really stronger golems instead of some other options.