So Team Mulitplayer:
Multiplayer Teams have been added to Civilization VI and this feature builds on updates to the Alliance agreement. Players on teams gain additional benefits (beyond those of an alliance), as follows:
- When one teammate finishes research on a tech or civic, their teammate(s) receive a boost for that tech or civic.
- Teammates share war status against opponents not on their team.
- Teammates share allied status with opponents not on their team.
- Teammates work together to win or lose the game as a single entity. The Religion and Culture Victories have been reworked so they are more cooperative.
- The Religion Victory requires you to convert all civs to ONE of the religions started by your team.
- The Culture Victory requires ONE member of your team to be culturally dominant over all players NOT on your team
The important thing is that I finish research you will get a boost and vice versa. What this means is we can semi-share eurekas and inspirations, this is nice to have.
So, uh 3rd position in a snake pit means we should take a strong civilization in itself, as we are likely not able to take both the civilizations we want.
4 - Japper
3 - Emperor K
2 - BrickAstley
1 - Woden
8 - Chevalier Mal Fet
7 - Singaboy
6 - TheArchduke
5 - Mikeforall
In any case, discouting all civs which do not provide a bonus to other civs, we have.
Egypt
Trade routes result in more money which is always a nice thing with other civilizations. I like my trade routes internally for the production bonuses it provides, and the food bonus is nice, but I find housing to be the gatekeeper of growth and not food after an initial city setup phase.
Sumeria
Combat experience bonus for being within 5 tiles.
Poland
Sukiennice provides production for international trade routes.
Kongo
No religion, never fear, your teammate founds a religion you adopt it. Kongo concentrates on Commercial Hubs and supports a religious push with theatre square and later Mbanzas.
Russia
Not only a strong civ in itself, but the Grand Embassy could actually see some use.
Maybe I overread something but those are the only things that stood out to me so far, civ wise.
So what I see from the the best combinations could be Kongo/Russia and indeed Poland/Egypt.
However:
I think in a team game the name of the game becomes specialisation. Instead of needing 1-2 campuses to keep up, you can actually have one player focusing on 4-5 campuses and the other to build 5 commercial districts and so on. Not only ensuring better Great Person results but enabling policy cards which boost said districts that much higher.
So we want to specialise, one player goes for production/science and the other for faith/gold or production/gold and faith/science. Which means, we should priorily get a strong civ and secondarily a good combo.
There are some godly DLC civs out there which for no reason whatsoever were not picked in PBEM # 6 like Nubia. Fat chance that we will get it, but if we do, oh baby. Also this is a water map, Isthmus or islands connecting the continents. This is PBEM #4 all over again.
So England, Japan and even Germany (lateron) are high priorities as they are ungodly on this kind of map where the sea will rule again. So I do not think we can make a decision until the snake pick arrives with us. Either we take a combo, if we can, or we take a extremly good DLC CIV and pair it with a naval civ.
If we get Indonesia and Nubia, we would be in business. Nubia as a productive core and Indonesia to squeeze value out of margininal coastal cities.
What do you think?