Okay, this post is going to be about my choices for a civ. I changed my mind approximately 2,749 times in planning, which is okay because I'm happy with what I ended up with. I think. The issue with using the mod here is there's
lots of leaders I'd like to take for a spin, and the sad part is I can only take one. I'll take a brief look at a few others I considered before getting to the "why" of who I chose. Actually, on second thought, I'm going to do a brief trait evaluation to steer you in the direction of why I chose who I chose. I basically evaluated all the traits in my head, and then formed a list of which traits I'd like to try for this game, so that's what I'll do here.
Financial - Was generally considered to be the top trait. It was nerfed pretty fairly I think. Basically, you need to get to 3 commerce on a tile to trigger the Financial bonus rather than 2, however the bonus is the same on water tiles. In other words, Financial is still a late-game power-house trait just as before, but it takes a little longer for it to kick in. I feel that Financial is still a top-tier trait after changes, it's just not quite so dominant. I decided that Fin was a trait I would consider for this game.
Expansive - Was generally considered to be the 1b to Financial's 1a, and with good reason. Expansive got the ban hammer a little heavy - losing it's Granary bonus. The Granary bonus was probably the biggest selling point, so it got double speed grocers and a boost to worker production (25% -> 35%) to compensate. I decided to pass on Expansive for this game.
Creative - This did not change. At first I thought it got changed to Vanilla Civ4, which caused me to look elsewhere. After I found out it did not change at all, I labeled it as the strongest trait in the game now, and chose to put it on my watch list for this game.
Spiritual, Organized, Industrious - None of these changed, and none of them interested me. Not much else to say.
Imperialistic - Got a very, very minor boost with fast Custom Houses (I think I've built about 19 of those in my whole life). In reality, it's biggest boost was the fact that Expansive got nerfed, making Imperialistic pretty viable. I added this to my watch list.
Protective - What was the least interesting trait might be the most interesting now. Protective simply added double speed granaries. Suddenly it's a pretty solid trait actually - borderline top tier. Imagine pairing it with Imperialistic - you can get out settlers quickly, get granaries quickly, AND have uber defenders to cover your cities! Put simply - Protective is now one of the best traits in the game. I added this to my watch list.
Charasmatic - This trait didn't change much - but you get the +2 happy by default rather than +1 and +1 with a monument. This mild boost, coupled with the nerfs that other traits got makes it suddenly viable. I added this to my list.
Aggressive - I normally totally skip over this one honestly... There was no changes made to Aggressive,
however, there is a change made to the barracks, which Agg gets double speed. Barracks was changed from 50h -> 60h, and it provides +1 culture/turn. This means that Agg civs get a barracks +1 culture for the cost of a monument. Very, very enticing. So this was added to my list as well.
So in the end, I wanted to play with: Fin, Cre, Chm, Agg, Pro, and Imp. This is way more than I normally am considering, so this was a problem, but a good kind of problem. How often do we have 6 traits that appear to be truly viable? So I started jotting down combos that appealed to me especially:
Pro/Imp - expand + uber defenders plan
Cre/Chm - This sounded very fun, until I realized this does not exist! Never run into THAT problem before in an RB PBEM.

Fin/Cre - Be the test dummy to see if this is still a top-tier combo
Pro/Cre - Can it out-do Exp/Cre, Imp/Pro, Imp/Cre for expansion?
Fin/Agg - Financial for longterm, Aggressive for short-term
Agg/Chm - The ultimate war combo AND now a mildly improved economic combo!
So that was my list of ideas that sounded fun - and I had a few others I think. The picks started and several picks were taken. Since we did a repick and all sorts of craziness got unleashed, I'll just keep it simple and say that when the pick got to me the second time, here was the three options I was considering. Remember, I was last pick, so I got to pick my combination outright. Here we go:
Willem of India
I know, I know, all that to just take Willem of India? I do think it was probably the strongest option on the board when I was up, but it sounded boring. The other problem was that everybody and their brother was taking early UU's, so I was mildly nervous that it could turn into "kill the pushover peacemonger" so I considered that. Mostly though, I wanted something more fun to try, so I painfully decided to pass over this.
Boudica of Rome
Like I said - Agg and Chm are much more viable now in my opinion, so I thought long and hard about this. Agg already gets the standard bonuses, but their fast barracks get +1 culture/turn. This means no worry about 2nd ring iron and things like that. Chm also is stronger 1st: because many top traits were weakened but 2nd: because no need for monuments to get +2 happy. So with Agg/Chm, we can get uber Praets AND easy borders pops AND able to have 2 more happy citizens (means either more whipping or more cottages worked).... So this combo was REALLY hard to skip. Part of me skipping it was the fact that I hadn't thought this one through until the repick, at which point I would've felt somewhat unfair taking Rome since the repick was due to learning about Creative, so swapping from Zulu to Rome seemed disingenuous. In the end, I decided to go with my final choice:
Ragnar of Zulu
Why?
1. Ikhandas. I just think this will be fun. I get a half price barracks that pops my borders AND gives me a (very light) maintenance reduction. This was actually the biggest thing that set Zulu apart to me - as I wanted to try this out.
2. Impis - I heard they're pretty good.
3. Aggressive for the early game, Financial for the late game
Should be an interesting game.

I'll say more about opponents and their choices in a future post.