And here we are, round two between myself, superjm, Auro, and DaveV.
First things first, my picks:
1st: Beeri Bawl of the Luchuirp
2nd: Perpentach of the Balseraphs
3rd: Auric Ulvin of the Illians
4th: Rhoanna of the Hippus
5th: Valledia the Even of the Amurites
I actually originally had Auric first and Berri third, but I changed my mind at the last minute. I've played a lot of SP games as the Illians, and I wanted to give the golems a try.
So, Beeri Bawl of the Luchuirp.
Beeri is Industrious (+50% wonder production, +25% Mud Golem production, +100% Forge Production), and Financial (+25% Gold, +100% Market and Money Changer production)
The Luchiurp are one of the two dwarven Civs in the game, and I think the better one for MP. The Khazad have the Dwarven Vault thing that requires you to maintain a decent sum of cash or you get penalties, you do get bonuses if you have a lot, but in a MP game, it's just not feasible to keep that much gold unspent.
As far as unique units, both dwarven civs share some unique units which are only slightly different from their 'normal' counterparts, mainly in that they have the 'Dwarven' trait/promotion, which provides the followings:
Double movement in hills, +25% resistence to poison damage, +25% work rate (not really relevant to me). They give access to the 'repair' spell (which requires Enchantment 1) to heal damaged golem, naval, and siege units. There are some other changes to these units as well:
Dwarven Shadow (Shadow): +50% collateral damage
Dwarven Druid (Druid): +1 affinity for Earth mana instead of Nature, and has the 'Crush' ability instead of the 'Entangle'
Boar Rider (Horseman): -1 movement, +40% vs Mounted units
Dwarven Slinger (Archer): no change other than Dwarven trait
Dwarven Hornguard (Knight): -1 movement, +1 attack & defense
The Luchuirp also get a bunch more unique units that are Golems. The Golem trait is a racial one like Drawven and provides the following:
Heals 5% slower in neutral lands, 10% slower in friendly lands (which is why the repair spell is so useful)
Immune to death damage, poison damage, and fear.
This unit is not alive.
The Golem units are as follows:
Mud Golem (Worker): Has 2 defense strength, and works faster than a regular worker. I'm not sure what the actual difference is, but from what I can tell, a Mud Golem takes 1 turn less to do stuff than a Worker. It also doesn't use food when being built, so cities can grow while building them, but this is a downside as well, as I'll get to later. Also, the fact they have a defensive value means they can't be captured and have to actually be killed in combat one at a time, which could be exploited later.
Wood Golem (Axeman): +2 strength, and vulnerable to fire.
Iron Golem (Champion): +4 strength, loses +25% vs melee units
Gargoyle (Longbowman): +1 strength, +1 movement, loses the first strike and defensive strike, gains the Defensive promotion, builds 25% faster with Marble
Clockwork Golem (Beserker): +4 strength
Bone Golem (Immortal): +4 strength, gains the Cannibalize promotion.
Nullstone Golem (Phalanx): +1 strength, loses the city attack and vs. mounted units bonuses, gains the Magic Immune promotion.
So, while it may seem that these units are all much better than their regular counterparts, they come with a pair or drawbacks:
First of all, they can't use Bronze, Iron, or Mithril weapons, which makes up for their much increased regular strength.
Secondly, they cannot be upgraded to. Each one must be built, and once built, cannot be upgraded. This one is the more serious of the two.
There are also some units that are unavailable to the Luchuirp: the Marksmen, Beastmaster, Ranger, and Horse Archer.
The Luchuirp get a few unique buildings as well, only the first is a replacement:
Sculptors Studio (Training Yard): +1 culture, and 60 hammers instead of 67.
Blasting Workshop: Requires Sorcery and Fire mana, and gives all Golems produced in the city the ability to cast Fireball
Pallens Engine: Requires Divination and Sun mana, and gives all Golems produced in the city the Perfect Sight promotion, giving them the ability to see invisible units
Adularia Chamber: Requires Necromancy and Shadow mana, and gives all Golems produced in the city the Hidden promotion, making them invisible until they attack or cast a spell.
The first of those three Golem ones is obviously the best, and I'm unlikely to build any of the others. It does require sorcery tech, which is a ways into the game, but considering how important the repair spell is going to be, I think I'll be going for magic a lot more than I did in the previous game.
Final thing here, my starting situation this game:
And the first major decision to make with regards to the Mud Golem. Do I grow the city then focus on hammers for the Golem, or do I focus on hammers from the get go, getting the Mud Golem as fast as possible. I actually did a sim to see which is better, and it turns out getting the Mud Golem as fast as possible is the better option.
Anyway, turn 2 has arrived so I'm going to play that then come back to do a report on my opponents civs.
First things first, my picks:
1st: Beeri Bawl of the Luchuirp
2nd: Perpentach of the Balseraphs
3rd: Auric Ulvin of the Illians
4th: Rhoanna of the Hippus
5th: Valledia the Even of the Amurites
I actually originally had Auric first and Berri third, but I changed my mind at the last minute. I've played a lot of SP games as the Illians, and I wanted to give the golems a try.
So, Beeri Bawl of the Luchuirp.
Beeri is Industrious (+50% wonder production, +25% Mud Golem production, +100% Forge Production), and Financial (+25% Gold, +100% Market and Money Changer production)
The Luchiurp are one of the two dwarven Civs in the game, and I think the better one for MP. The Khazad have the Dwarven Vault thing that requires you to maintain a decent sum of cash or you get penalties, you do get bonuses if you have a lot, but in a MP game, it's just not feasible to keep that much gold unspent.
As far as unique units, both dwarven civs share some unique units which are only slightly different from their 'normal' counterparts, mainly in that they have the 'Dwarven' trait/promotion, which provides the followings:
Double movement in hills, +25% resistence to poison damage, +25% work rate (not really relevant to me). They give access to the 'repair' spell (which requires Enchantment 1) to heal damaged golem, naval, and siege units. There are some other changes to these units as well:
Dwarven Shadow (Shadow): +50% collateral damage
Dwarven Druid (Druid): +1 affinity for Earth mana instead of Nature, and has the 'Crush' ability instead of the 'Entangle'
Boar Rider (Horseman): -1 movement, +40% vs Mounted units
Dwarven Slinger (Archer): no change other than Dwarven trait
Dwarven Hornguard (Knight): -1 movement, +1 attack & defense
The Luchuirp also get a bunch more unique units that are Golems. The Golem trait is a racial one like Drawven and provides the following:
Heals 5% slower in neutral lands, 10% slower in friendly lands (which is why the repair spell is so useful)
Immune to death damage, poison damage, and fear.
This unit is not alive.
The Golem units are as follows:
Mud Golem (Worker): Has 2 defense strength, and works faster than a regular worker. I'm not sure what the actual difference is, but from what I can tell, a Mud Golem takes 1 turn less to do stuff than a Worker. It also doesn't use food when being built, so cities can grow while building them, but this is a downside as well, as I'll get to later. Also, the fact they have a defensive value means they can't be captured and have to actually be killed in combat one at a time, which could be exploited later.
Wood Golem (Axeman): +2 strength, and vulnerable to fire.
Iron Golem (Champion): +4 strength, loses +25% vs melee units
Gargoyle (Longbowman): +1 strength, +1 movement, loses the first strike and defensive strike, gains the Defensive promotion, builds 25% faster with Marble
Clockwork Golem (Beserker): +4 strength
Bone Golem (Immortal): +4 strength, gains the Cannibalize promotion.
Nullstone Golem (Phalanx): +1 strength, loses the city attack and vs. mounted units bonuses, gains the Magic Immune promotion.
So, while it may seem that these units are all much better than their regular counterparts, they come with a pair or drawbacks:
First of all, they can't use Bronze, Iron, or Mithril weapons, which makes up for their much increased regular strength.
Secondly, they cannot be upgraded to. Each one must be built, and once built, cannot be upgraded. This one is the more serious of the two.
There are also some units that are unavailable to the Luchuirp: the Marksmen, Beastmaster, Ranger, and Horse Archer.
The Luchuirp get a few unique buildings as well, only the first is a replacement:
Sculptors Studio (Training Yard): +1 culture, and 60 hammers instead of 67.
Blasting Workshop: Requires Sorcery and Fire mana, and gives all Golems produced in the city the ability to cast Fireball
Pallens Engine: Requires Divination and Sun mana, and gives all Golems produced in the city the Perfect Sight promotion, giving them the ability to see invisible units
Adularia Chamber: Requires Necromancy and Shadow mana, and gives all Golems produced in the city the Hidden promotion, making them invisible until they attack or cast a spell.
The first of those three Golem ones is obviously the best, and I'm unlikely to build any of the others. It does require sorcery tech, which is a ways into the game, but considering how important the repair spell is going to be, I think I'll be going for magic a lot more than I did in the previous game.
Final thing here, my starting situation this game:
And the first major decision to make with regards to the Mud Golem. Do I grow the city then focus on hammers for the Golem, or do I focus on hammers from the get go, getting the Mud Golem as fast as possible. I actually did a sim to see which is better, and it turns out getting the Mud Golem as fast as possible is the better option.
Anyway, turn 2 has arrived so I'm going to play that then come back to do a report on my opponents civs.