And now towards my leader choice.
You already know I took Thessa with the Ljosalfar - and relativ quickly, but why ?
First leader choice would mean, I play the Sidar.
Elves who descended into some underworld in ancient times and are now more or less living shadows.
No blocked units, and all scouting units can create a “Divided Soul” – a temporary, invisible flying unit that the scouting unit can teleport to.
It's actually quite nice, but that's all it is.
The Ghost can make itself invisible – but according to the wiki, the regular Assassin also has this ability too.
What's actually more interesting is the ability to settle level 6 units (26 XP or more)
![[Image: Civ4GroPers.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4GroPers.png)
in cities – unfortunately, this doesn't create the GP and as such cannot be used for a
![[Image: 5gap.png]](https://www.civforum.de/images/smilies/5gap.png)
.
Still a good boost if I get really lucky in my first turns.
In my last game I got the advantage of AGG and got my first 26 XP unit somewhere in T90 ?
So I don't really think the ability gets much use in average. - And would be primary focus for cheating with XML editing. It should be easy to increase the XP from winning even further. This besides, I think we play fair here - otherwise you shouldn't really start a PBEM.
Possible cheating aside, the last point in the quick assessment for the Sidar is the palace.
The palace gives Spirit, Enchantment, and Shadow Mana, all three mana types are moderately good.
All of them have certain uses, but are more in the nice-to-have category. One or two adepts per stack are enough. You can't mass this spells.
The actual bonus is +1 for specialists in the corresponding category (
![[Image: Civ4Produktion.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Produktion.png)
/
![[Image: Forschung.png]](https://www.civforum.de/images/smilies/civ4symbole/Forschung.png)
/
![[Image: Gold.png]](https://www.civforum.de/images/smilies/civ4symbole/Gold.png)
/
![[Image: Civ4Kultur.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Kultur.png)
).
Strong and I think underestimated by me.
Anyway, towards the leader:
CRE is largely unchanged compared to BtS and therefore stronger because
![[Image: Civ4Kultur.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Kultur.png)
is harder to obtain.
There are only 2 regularly buildable buildings that produce
![[Image: Civ4Kultur.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Kultur.png)
, one of which is only available in the late mid-game.
Similarly, there are only two religions with
![[Image: Civ4Kultur.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Kultur.png)
.
There are ~10 other cultural buildings with direct
![[Image: Civ4Kultur.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Kultur.png)
output, but these are limited by animal taming, religion, or UB.
ARC is a very useful bonus for arcane units, i.e. mages.
Mages have dominated recent games, and starting with this game, there is a new mod version that weakens ARC and mages themselves somewhat.
However, ARC is still one of the stronger traits because you actually need ARC (or to be more accurate, the free promotion potency) to have enough mages ready for action in time.
CRE/ARC is a useful combi.
Now to the Ljosalfar.
Before the Age of Ice, the elves were ruled by two courts - the Seeli and the Unseeli.
FFH2 follows the older interpretation of the fairy folk here.
After the god of the elves was killed at the start of the Age of Ice, civil war broke out – as far as can be judged, started by the Unseeli.
The events of the Age of Ice triggered the civil war, but paused it due to massive changes in the landscape.
As far as I know, in the end there was a nominal victory for the Seeli – now known as the Ljosalfar.
Spoiler for the corresponding FFH2 scenario
Be that as it may, the Ljosalfar are quite interesting as a civ.
For one thing, I don't have to cut down the forests for my modernizations (unfortunately, I do have to cut down the jungles).
As a result, I am very interested in the Fellowship of Leaves.
The option to plant new forests and access Old Forests with +1
![[Image: Civ4Nahrung.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Nahrung.png)
, +1
![[Image: Civ4Produktion.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Produktion.png)
is very useful.
But even so, the +1
![[Image: Civ4Produktion.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Produktion.png)
is very strong for some fields.
In addition, I have the somewhat poor civ trait, +1
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
(offensive) for archers.
Archers are generally something I consider to be somewhat underrated as an offensive option, but in the end, they are not offensive units – even with DEX.
Of the blocked units, only the Chariot really hurts. The 5/3
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
Chariot (with access to weapons) is right now the top entry in the list "To be nerfed next". There was no real consensus how to nerf, but nobody really disagreed that the Chariots as effective T3 unit comes too fast.
Only the Flurry is somewhat interesting among the UU. Offensive crossbowmen (13/12
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
(with DEX) with blitz, normal crossbows are 9/13
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
with defensive bonuses).
The Fyrdwell needs Wild instead of horses, bit otherwise no change.
Interestingly, the Horsemen and Knights still need horses.
Palace gives Air, Nature, and Life. A bit worse than Sidar, even if Air2 is the only freely accessible spell with unconditional direct damage and as such one massable spell.
Nature falls into Nice to Have at best, Life is only useful in rare situations.
ARC is already explained, while EXP is BtS EXP and receives an additional
![[Image: Civ4Produktion.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Produktion.png)
bonus for settlers.
The best trait for rapid expansion.
I like this even better than CRE/ARC.
CRE is "Only" convenient, not as useful as EXP.
Finally, there is the Clan of Embers.
UU are actually just reskins of the basic units (with different race promotions).
Only the Ogre has +2
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
(8
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
instead of 6
![[Image: Civ4Power.png]](https://www.civforum.de/images/smilies/civ4symbole/Civ4Power.png)
), but costs 50% more (180 instead of 120).
The Clan of Embers is actually defined by its buildings. No access to
![[Image: Forschung.png]](https://www.civforum.de/images/smilies/civ4symbole/Forschung.png)
buildings, but instead the Warren, which doubles
all units built.
The palace mana, on the other hand, is very good. Fire, Body, Nature. Fire2 and Body1 are among the best spells in the game, Body2 is also good.
Only the Amurites have better palace mana ?
The clan of Embers also have a trait. This time, mostly demitrial.
BAR means -10%
![[Image: Forschung.png]](https://www.civforum.de/images/smilies/civ4symbole/Forschung.png)
, with the bonus of peace with (non-animal) barbarians.
SPI retains all bonuses from BtS and is essentially ARC for Disciple Units - religious units.
Religious units do not need SPI to be fully effective, as the (very limited) spells are unlocked immediately. SPI therefore only indirectly increases combat effectiveness by providing easier access to promotions.
I don't really like this in comparison to CRE/ARC or EXP/ARC.
EXP still remains good and SPI is better than in BtS, at least because you want more civ changes in a regular game, I think.
But in the end, that is the primary bonus. Disciple Units remain useful even without SPI, because the access to the (good) spells isn't gatekeept behind XP.
I decided on Thessa pretty quickly here.
EXP/ARC was the main reason. The ability to build in forests is also quite nice.
In my opinion, the Clan of Embers is simply too slow. It's quite nice, and I think the games are probably long enough that the masses could become relevant through the warrens, but no, I don't want to take that risk. I already have problems prioritizing my (research) goals correctly.
The Sidar are interesting, but they don't really convince me. The gimmick doesn't seem particularly relevant, and in the end, they are just “one” normal civ.
The Ljosalfar are more like normal civ+ with the forests.
I really also think EXP/ARC is among the best trait combination.