Opponent Dossiers
Nakor/Gaspar: Willem van Oranje//England
Traits: Financial/Creative
Unique Unit: Redcoat
Unique Building: Stock Exchange
Starting Techs: Fishing/Mining
Discounted Buildings: Library, Theatre, Colosseum
Observations: Willem is a very
powerful techer. Financial makes cottages awesome, and cheap Libraries means that he can get those early multiplies in fast. Nakor is a competent and skilled player, though how well he handles warfare, I'm not sure. I only know that Sullla and Speaker beat him, but, that may not be a fair comparison. England most likely means a Rifling beeline, so we'll want them on the chopping block before then. Stock Exchange... eh.
Malakai/Magil: Elizabeth//Korea
Traits: Financial/Philosophical
Unique Unit: Hwacha (Catapult)
Unique Building: Seowon (University)
Starting Techs: Mysticism/Mining
Discounted Buildings: University
Observations: I don't know either player at all. I will have to look at any other games they may have played in, but I think that they are relatively new to Realms Beyond, at least. Elizabeth is one of the strongest economic leaders. The only drawback being that Cottage/Specialist economies work at odds, but that is not really a problem, as the bulk of their economy will be cottages, with one or two Great People Farms supplying Great People. Their Philosophical trait discounts their UB, the Seowon. Hwacha provides good protection, or even offense, as ancient-era armies are often heavy on Melee units.
Tredje/Sylon: Pacal II//Bzyantium
Traits: Financial/Expansive
Unique Unit: Cataphact (Knight)
Unique Building: Hippodrome (Theatre)
Starting Techs: Mysticism/Wheel
Discounted Buildings: Granary, Harbor
Observations: Know little about either player. Have been reading Sylon's game a bit, though. Seems capable. Pacal is a strong leader, with two of the best traits, and Byzantium is a powerhouse once they have Knights. Must keep an eye on them, stop them from making it to the medieval age. Otherwise, attempt to deny them Horses/Iron if possible.
Kyan/RefSteel: Peter//India
Traits: Philosophical/Expansive
Unique Unit: Fast Worker (Worker)
Unique Building: Mausoleum (Jail)
Starting Techs: Mysticism/Mining
Discounted Buildings: University, Granary, Harbor
Observations: A leader/civ combination designed to expand. Most likely will generate many great people for tech bulbs. Upshot for us is that Philo is the weaker of the two economic traits, in the long-run, I think. Still, he's a good player, and I'd rather not start next to him as I expect we'll be fighting for living space.
gingereagle1969/Sandover: Shaka/Inca
Traits: Aggressive/Expansive
Unique Unit: Quechua (Warrior)
Unique Building: Terrace (Granary)
Starting Techs: Mysticism/Agriculture
Discounted Buildings: Barracks, Dry Docks, Granary, Harbor
Observations: Don't know a thing about GE, but Sandover is tough. Shaka suggests he'll be on the warpath at some point. Combine that with the Terrace for a quasi-Creative trait, so he can skip building Monuments. If we start near him, we'll want to use diplomacy to make him point his sticks at someone else. Good news for us being that Inca wastes any UU potential of the Aggressive trait. He does not have long-term economic potential, though. At least, none of his traits will help him in that regard.
Overall Traits
Expansive: 4
Financial: 3
Creative: 2
Philosophical: 2
Aggressive: 1
Overall Starting Techs
*Incomplete until Kyan chooses
Mysticism: 5
Mining: 4
Wheel: 1
Fishing: 1
Agriculture: 1
So, nearly everyone can choose to chase a religion right out that gate. However, that would be counter-productive for us (we may want a later religion, just to unlock a religious civic). 3 Civs, including ours, have the Mysticism/Mining combo. Something else to consider. Only one, so far, starts with a Food tech.