

This is a continuing feature for Season Nine of Civ4 AI Survivor: a preview of each game before it begins, providing a quick summary of the leaders involved and how the community expects the game to shake out. We start as always with an overview of the map:
We've had requests in past seasons for an overview screenshot of the map with the resource icon turned on:
It's hard for me to see much of anything with all of those little icons but you guys asked for it, you've got it! Now for a look at our individual leaders:


Victoria of England
Traits: Financial, Imperialistic (1 culture trait)
Starting Techs:Fishing, Mining
Peace Weight: 8
Declares War at Pleased Relations? YES
Flavors: Primary Gold, Secondary Growth
Warmonger Respect: 0
Base Attitude: 0
Favorite Civic: Representation
Zealotry: Medium
Past Finishes: Two playoff round eliminations, one wildcard elimination, five opening round eliminations
Total Games Played: 11
Total Medals: 2 First Places, 0 Second Places ![]()
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Total Kills: 2
Overall Power Ranking: 12 points, tied 36th place (out of 52 leaders)
Personality: Victoria gets the privilege of having the two best-performing traits in AI Survivor history: Financial and Imperialistic. This should in theory allow her to get out to a fast start and have the economy to support it. She also gets the powerful Redcoat unique unit and Stock Exchange, both of which are quite good for economic AIs. Perhaps the one issue with her package is her hit-or-miss Fishing/Mining combination. Other than her amazing traits and unique items, Victoria is a relatively standard AI. Her flavours are Gold and Growth. Her ratings are about average across the board with few exceptions, including aggression (5.1/10), wonder (6/10) and unit (4/10) build preferences. She has a high peace weight, and is likely to fight warmongers and befriend peaceniks, though unlike most high peace weight leaders she can declare war at "Pleased" relations. Victoria is essentially the quintessential average personality gifted with god-tier traits.
Past Performance: Vicky is one of the biggest puzzles in AI Survivor, as she's failed to accomplish much of note despite possessing two of the strongest traits for the competition. She has only had two strong performances, and both were clearly massive outlier results through both the eye test and Alternate Histories. Her Season Six victory saw her peacefully expand to NINETEEN cities and snowball from there, while in Season Eight despite bordering Ragnar of all leaders she was never attacked until an irrelevant post Turn 300 conflict and had free reign to "Financial/Alive" while the world around her burned. She did come close to one more win in the Season Three Wildcard, assuming a winning position before squandering it on an ill-advised Cultural victory attempt - that one cultural trait coming to bite her - and getting knocked out as a result. Outside of those games, it's been a story of complete futility for her. Some of these failures have come from hostile maps where she's faced too much pressure from other leaders, but plenty of others have come from decent starts where she completely squanders her amazing traits. In fact, Victoria is a good case study in the weaknesses of both Financial and Imperialistic. The problem with the latter is that it is an "active" rather than a "passive" trait - one has to take advantage of its bonuses for said bonuses to be useful, as opposed to passive traits like Creative or Spiritual which benefits the AI in 100% of all games no matter their playstyles or situations. Vicky just doesn't expand well, making her Imperialistic trait a waste, and it is no coincidence that her two best games have been the two games she actually utilized Imperialistic. To compound matters, Financial also has a key weakness - the early economic boost it provides gives its leaders first dibs on the available wonders, which can cause them to get distracted from other important priorities like military and expansion. Vicky often falls into this trap, most recently in her playoff game last season where she threw away a strong start by stopping expansion at a mere FOUR cities to build wonders. Three solid games in eleven appearances is far, far worse than one would expect from her, and until Vicky realizes that she is playing Civ4 and not Civ5, we can temper our expectations for her.


Louis XIV of France
Traits: Creative, Industrious (2 culture traits)
Starting Techs:Agriculture, The Wheel
Peace Weight: 1
Declares War at Pleased Relations? YES
Flavors: Primary Culture, Secondary Military
Warmonger Respect: +2
Base Attitude: 0
Favorite Civic: Hereditary Rule
Zealotry: Medium to High
Past Finishes: Season 7 champion, two playoff round eliminations, one wildcard elimination, five opening round eliminations
Total Games Played: 13
Total Medals: 3 First Places, 2 Second Places ![]()
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Total Kills: 6 
Overall Power Ranking: 25 points, tied 16th place (out of 52 leaders)
Personality: Louis XIV has a strange personality that mixes together a heavy emphasis on wonders with military aggression. His wonder obsession creeps into the deranged category, sporting the rare 10/10 rating in that category, and he has a Culture flavor for his research and tends to spend a lot of time at the top of the tech tree grabbing stuff along the Aesthetics line. However, he pairs all that with a Military tech flavor, a fairly high aggression rating (6.3/10), and a very low peace weight of 1. This does not always form a winning combination, and Louis is prone to biting more than he can chew. The Sun King has the Creative and Industrious pairing of traits, a setup that's good for claiming land and then transforming it into a tourist paradise. More importantly, Louis gets two cultural traits to be a rare low peaceweight Cultural ticking-time bomb, and he is always a major threat to win given good diplomacy. He furthermore benefits from the strong French civilization, with its excellent starting techs and the useful Musketeer unique unit. However, Louis largely wastes these positive features with a destructive AI personality that pulls in too many directions at once. He tends to make for a bad neighbor as his borders are always intruding on the other empires and he will backstab anyone at any notice. Needless to say, his strategy of picking fights with all his neighbors while simultaneously locking his build queues on wonders and cathedrals has backfired more often than not.
Past Performance: While Louis can boast about having one of the best single-seasons in AI Survivor in Season Seven, where everything came together and he shot out to large leads in score and land before cashing in with three straight Cultural victories en route to a title, it's mostly unrepresentative of the entire rest of his career. To his credit, Louis usually runs a credible nation after the landgrab phase and rarely is a non-entity, but in terms of being able to translate that into actually coming on top? Before Season Seven, the best he could muster was a pair of distant second-place finishes. His championship run also showed his flaws, as these games often saw him change strategies mid-game and betray his indecisive nature, and despite being a fairly aggressive leader, he only scored two kills during his Championship run. The alternate histories from Season Seven also suggested that Louis' triple victories were pretty lucky and not something that was sustainable. His subsequent title defense was pitiful, with the Sun King declaring two fruitless wars before being dogpiled as the first to die while catapulting his conquerors to the playoffs. So while Louis is a credible threat and has good odds to be an important player, he has proven to be his own worst enemy over and over again. Chances are, his Season Seven title will just be a mirage.


Stalin of Russia
Traits: Aggressive, Industrious (1 culture trait)
Starting Techs:Hunting, Mining
Peace Weight: 2
Declares War at Pleased Relations? YES
Flavors: Primary Military, Secondary Production
Warmonger Respect: +1
Base Attitude: -1
Favorite Civic: State Property
Zealotry: Nonexistant
Past Finishes: Season 3 champion, one Championship loss, one playoff round elimination, five opening round eliminations
Total Games Played: 13
Total Medals: 4 First Places, 2 Second Places ![]()
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Total Kills: 10 

Overall Power Ranking: 34 points, 8th place (out of 52 leaders)
Personality: Stalin had one of the most dominant stretches in AI Survivor history, compiling a staggering track record of success that we're still not entirely sure how to explain. His traits are nothing special, with the Industrious trait largely acting as a detriment to AI performance and Aggressive never grading out as anything better than average. Stalin has undoubtedly been helped by his Cossacks, the primary highlight of his Russian civilization. Understanding why Stalin has repeatedly crushed his opponents requires a deeper dive into his AI personality. He has a low peace weight and an above average aggression rating (7.6/10) while avoiding the truly nutty behavior of someone like Montezuma or Genghis Khan. Aside from a somewhat high build wonder rating (6/10), most of Stalin's AI ratings are in the middle of the spectrum and don't stand out one way or another outside of 10/10 espionage spending. What's unusual about Stalin is the fact that he doesn't care about religion at all, showing as little interest as fellow comrade Mao with miniscule shared faith bonuses and differing religion penalties. This may be a factor in his more successful games as Stalin doesn't get hung up on religious diplomacy and can act as he sees fit. He otherwise has Military and Production tech flavors and, of course, can plot war at "Pleased" relations. For whatever reason, this "militaristic but not too much so" package has been extremely successful in prior seasons of AI Survivor.
Past Performance: Stalin's accomplishments are compressed into a single blaze of glory, but that blaze was so big and bright that he still remains Top 8 in power rankings many years afterwards despite a multi-season streak of futility. Stalin was crowned champion after an utterly dominant Season Three; throughout that season, he kept jumping into dogpiles at the perfect moments, and ended up with three wins and seven kills to attain the highest single-season score in AI Survivor history. Even Alternate Histories proved that his games, while not slam dunks, were still plausible scenarios that suggested some inner strength in Comrade Stalin. He further bolstered his reputation with a return to the Championship the next season which included another strong victory in the opening round. Since then, however, he has completely flailed around, scoring literally ZERO points from Season Five and on - which makes his Season Nine position in the leaderboard even more crazy. He's had promising starts each time, only to completely fail to accomplish anything with them and end up eliminated sooner or later; his most recent appearance in Season Eight, where early copper led him to ignore expansion to declare a suicidally early war against the worst possible target he could have attacked, was a new low for him. Stalin's history before his breakout season was also unremarkable, with just one backdoor second-place finish and one kill across the first two installments, and it's worth noting that his tendency to ignore early culture has shown itself as a serious weakness in recent seasons, one that stunts his early game and forces him to play catch-up. At this point it is valid to question whether Stalin is actually a good leader or simply got really lucky in his heyday, and with each season that he comes up empty, the latter seems more and more likely.


Suryavarman of the Khmer
Traits: Creative, Expansive (1 culture trait)
Starting Techs:Hunting, Mining
Peace Weight: 1
Declares War at Pleased Relations? YES
Flavors: Primary Gold, Secondary Culture
Warmonger Respect: +1
Base Attitude: 0
Favorite Civic: Organized Religion
Zealotry: High
Past Finishes: One Championship loss, four playoff round eliminations, two wildcard eliminations, one opening round elimination
Total Games Played: 17
Total Medals: 3 First Places, 3 Second Places ![]()
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Total Kills: 12 

Overall Power Ranking: 33 points, 9th place (out of 52 leaders)
Personality: Suryavarman has a lot of power packed into his kit even if it sometimes seems to be pulling in six different directions at once. He has the quintessential early game trait pairing of Creative and Expansive, two traits that help to drive expansion and to claim land quickly - indeed it may be one of the best pure early-game focused parings in the game, good enough that it is sometimes chosen ahead of Financial pairings in unmodded Civ4 MP games. Suryavarman's Khmer civ is a bit weaker, with decent starting techs but mediocre-at-best features in the Ballista Elephant and Baray. The Elephant is especially sad - for replacing one of the most overpowered units in the game, it really provides no meaningful difference. At least Sury gets a pull to the essential Construction tech to protect him from too much pre-Catapult warring. As far as Suryavarman's AI personality goes, he has a surprisingly aggressive setup for someone with good economic traits and research flavors (carrying a Gold/Culture pairing). Suryavarman has a high aggression rating (7.6/10), a very low peace weight, and a fairly high emphasis on training units (6/10). However, Suryavarman also positively loves building wonders (8/10), an odd fit for someone with his militaristic bent and expansion-focused traits. He also heavily emphasizes religion in his diplomacy, and can definitely be inclined to found one despite his poor starting techs for religious purposes. Along with the Creative border pops and an ability to plot at Pleased, this is not an easy neighbor to live with. He can be a highly unpredictable leader, either charging into multiple wars or sitting back to construct wonders in peace.
Past Performance: Suryavarman has a long track record of success that has helped him maintain a Top 10 ranking in the leaderboards. He's made the playoffs more often than not, scored points in seven out of eight seasons, and came quite close to winning the inaugural season until his economy sputtered too much. Sury has proven himself quite capable of snowballing ahead and steamrolling his opposition; this is responsible for all three of his wins, and he would have secured a fourth such win in Season Seven if not for a truly remarkable performance by Hannibal on the same map alongside a strange map quirk that was causing Sury to build and maintain a grotesquely large standing army. When things don't go so well for Sury, he's still often able to hang in there, either backdooring second place or surviving to the Wildcard game for another shot. Of course, he's had his share of failed outings as well, struggling economically while still falling into the "warmonger with builder tech preferences" trap, and the most recent season has put a significant damper on his reputation. In his Opening Round game, blessed with a flood-plains start and two rather unthreatening neighbors, he for whatever reason freaked out against the barbarians and crashed his economy by building way too many warriors, all for naught as those grunts failed to protect him from the barbarians anyway. While he survived to the Wildcard Game clinging on to an empire consisting of a patch of Arctic nuclear wasteland, his next game was not much better, once again failing to properly handle the barbarians before being the first domino to fall in his conqueror's eventual snowball. When Sury puts it all together and gets off to a fast start, he is a frightening foe, but he is equally capable of terrible performances that make everyone question his overall viability.


Brennus of the Celts
Traits: Spiritual, Charismatic (1 culture trait)
Starting Techs: Hunting, Mysticism
Peace Weight: 0
Declares War at Pleased Relations? NO
Flavors: Primary Military, Secondary Religion
Warmonger Respect: +2
Base Attitude: -1
Favorite Civic: Organized Religion
Zealotry: Extreme
Past Finishes: Three playoff round eliminations, two wildcard eliminations, three opening round eliminations
Total Games Played: 14
Total Medals: 1 First Place, 2 Second Places![]()
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Total Kills: 7 
Overall Power Ranking: 16 points, tied 30th place (out of 52 leaders)
Personality: Brennus is one of several leaders with the "religious warmonger" personality type, but he's a far cry from the cream of that crop. A big part of this is a particularly bad early-game setup that will often slow his initial development: Brennus has the poor economic starting tech duo of Hunting/Mysticism, he has Military and Religion research flavors that cause him to prioritize archers and holy cities above worker improvements, and he has two unique items that make him prioritize Masonry and Iron Working over Pottery and Agriculture. Once he gets past that, there isn't anything really special about his personality that gives him an edge. He is a strong religious bloc member who gives large shared faith bonuses and refuses to plan wars at Pleased relations, but his rock-bottom peaceweight (not helped by a further -1 "first impression" demerit) still threatens to crack apart any religious alliance with the wrong leaders. He's aggressive and builds units, but not excessively so (7/10 and 6/10 ratings, respectively), and while he is willing to press low-odds attacks more than some, there otherwise isn't anything very notable about his personality. His traits of Spiritual and Charismatic also aren't anything to write home about; basically, this guy fights and cares about religion, but also can be a very slow starter, and it always seems like he's too passive when he should take some initiative and too aggressive when he needs to show restraint.
Past Performance: Brennus has a thoroughly mediocre track record in the competition, despite having regularly drawn friendly fields of low peaceweight competitors to play with. The latter factor and his not-too-aggressive personality in particular have helped him be a good survivor, having only died in 5/14 games played, but those survivals haven't translated into any real accomplishments. There's a lot of third and fifth and distant second-place finishes on his record, and he has largely been forgettable from both an accomplishment and an entertainment standpoint. Brennus finally had his day in the sun in the most recent season, where after an admittedly impressive recovery from a poor start in a hostile field to get another chance, he took advantage of a commerce-heavy starting position in a highly militaristic field to win a commanding Wildcard victory. Sadly, he followed that up with perhaps his worst performance ever, where he was back to his typical slow-starting ways, recorded his first First to Die result, and was a troll kill snipe away from laying an egg in the Alternate Histories. This made it immediately clear that instead of someone we've been underestimating all these years, he's just a mediocre leader who got lucky once, and barring a similarly good start, he should be expected to be a scrappy but ultimately unsuccessful competitor.


Justinian of Byzantium
Traits: Spiritual, Imperialistic (1 culture trait)
Starting Techs: The Wheel, Mysticism
Peace Weight: 4
Declares War at Pleased Relations? NO
Flavors: Primary Religion, Secondary Military
Warmonger Respect: +1
Base Attitude: +1
Favorite Civic: Theocracy
Zealotry: Extreme
Past Finishes: Season 1 champion, Season 3 runner up, two playoff round eliminations, four opening round eliminations
Total Games Played: 14
Total Medals: 5 First Places, 3 Second Places ![]()
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Total Kills: 12 

Overall Power Ranking: 43 points, 3rd place (out of 52 leaders)
Personality: Justinian is the Civ4 leader that best combines religious and military pursuits together into a dominant total package. Justinian benefits from a strong trait pairing in the Spiritual + Imperialistic combination, routinely securing a larger-than-average share of the available land while never losing Anarchy turns when switching religions and civics. He is tied to the Byzantine civilization, which has foolproof AI Survivor starting techs and perhaps the strongest unique unit in the game: the Cataphract. (For what it's worth, the Hippodrome is also quite strong.) Knights with Cuirassier-level strength are enough to win many games of their own accord and Justinian has put them to good use in many of his victories, even if he takes a while to research Guilds which do not correspond to his Religion + Military tech flavors. There's no question that Justinian is an aggressive leader who leans towards conquest, with a high aggression rating (7.6/10), heavy unit emphasis (8/10), and a moderately low peaceweight of 4. Unlike the game's most insane warmongers, however, Justinian largely limits his aggression to competitors outside of his religious bloc. He will strongly favor leaders who share his religion and hate those who don't. Justinian also will not plot war at "Pleased" relations, which is probably a good thing because it serves as the best of both worlds. If Justinian has many friends it usually means his religion has spread all over and he can run away economically with shrine income. If he has many enemies, well, they will usually all be crushed to death under Cataphract hooves.
Past Performance: Justinian was an AI Survivor megastar from its inception, winning the inaugural Championship before adding a Runner Up trophy two seasons later, making him one of two leaders to have two overall season medals. 7 placements and 9 kills in the first four seasons established him firmly as a top-tier leader, as he was important in game after game after game. Since the removal of the Apostalic Palace, a wonder that felt especially unfair when under Byzantine control, he has endured tougher times: he was felled in the Opening Round of Seasons 5-7 while only scoring one kill, one of the least successful seeded leaders in this stretch. In all fairness, Season Five saw him with a terrible start that was right in the middle of a guaranteed-to-be-a monster Alex, and Alternate Histories showed he was quite unlucky in Seasons 6-7. Indeed, he returned to form in Season Eight, winning a dominant victory from a mediocre starting position in the opening round, although a difficult diplomatic landscape in the playoffs stopped him from returning to the Championship - which he was, once again, proven quite unlucky to miss out on. Still, Justin is one of the few truly elite leaders in the competition, and any season could give him strong odds to reclaim his crown from the first season.
Here's what the community was thinking based on the prediction contest before the game took place:



Much like the first playoff game, Playoff Game Two also lacked a clear community favorite. Suryavarman was the most common choice to take home the victory but with not even a third of the contest selections he was far from a favorite. Justinian had nearly as many votes followed by Louis with a decent chunk of the community picks. Amusingly Suryavarman was also the most popular pick for the Runner Up category, followed by four other leaders clustered around 15-20% of the votes. The one place with a clear consensus was Victoria as the First to Die choice as her 71% (!) of picks made the graph look something like a blue Pac-Man eating the other choices. The community also thought that this was more likely to be a Spaceship or Domination game rather than a Cultural one despite all of the previous Culture endings we'd seen thus far.
Finally, here are some of the best/craziest written predictions about what would take place during the game. There were many other excellent entries but I had to pick and choose my favorites to keep this from running on too long. Thanks again for the submissions!
Smosism: Victoria could have jobbed her opening round game and go into a peaceful buildfest against rammesses, but instead here she is against 5 people who will probably jump at her the moment she sneezes.
Leverquin: I think brennus will fight south if not attacking Vicky. Vicky would exploit that to make big empire. while south are busy. stalin and justian will be buudies or enemies and vicky if not fail first will end as champ.
Andy: Victoria’s peace weight and indolent nature will doom her. Louis ties himself down with wonders. Brennus founds an early religion and crushes Victoria, snowballing from there. Second is Stalin or Suryavarman. I pick the latter, because I don’t trust Stalin not to go wonder crazy and ignore mysticism for ages.
the_lord_admiral: Tough draw for Vicky to end up in the playoff game with all the successful low PWs. She's going to be targeted early and often until she's dead. Everyone else has a reasonable shot to do something. I wouldn't be at all surprised to see another Culture win from Louis but I'm going to predict and hope for a more interesting game than that, where Sury goes on a conquering rampage and destroys everyone. Brennus for second since he probably benefits the most from Vicky's failure.
Eauxps I. Fourgott: We might have found the real identifying trait for this season: the season of Cultural wins.
Kamek's Picks: After my Playoff Game 1 success by scoring 19 points, I feel confident that my performance and perhaps, the Magikoopa magic will carry me forward. I expect Justinian to tech up and get to the Space Race victory condition, Victoria might go on a REX thing and shallow up Brennus, Louis might get wonder-crazy, Stalin getting caught up with Justinian and Suryavarman. This game is all over the field, but I'll put my magical intuition and sorcery to predict that- *Kamek adjusts the glasses* I think Stalin might win via Space Race/Domination, same with Sury, Louis via Culture, but a lot of things can be unpredictable. *Kamek waves his wand and casts a spell to predict the results* I expect Justinian to tech up to space, with Louis in second, Vicky first-elimination as she's the only high peaceweight leader.
TheOneAndOnlyAtesh: The PATH OF THE RIGHTEOUS MAN is beset on ALL SIDES by the inequities of the wonder builders and the tyranny of culture victories. Blessed is he who, in the name of charity and good will, shepherds the STRONG through the VALLEY OF RIFLES, for he is truly his brother’s keeper and the finder of lost AIs. And I will strike down upon thee WTIH GREAT VENGEANCE and FURIOUS CATAPHRACTS those who attempt to poison pill an undeserved Culture Victory. And YOU WILL KNOW MY NAME is the Justinian when I lay my vengeance upon thee!
Dagoth Gares: The western leaders seem to have stolen all the competence in this game.
kcostell: How much do I have to bribe Sullla to get a sneak peak of where Justinian's going to send his settler? I'd feel a lot better picking him if I was sure it wasn't going to be off in the jungle south of him. Apart from that, this game has so many cultural leaders that I don't think a culture win is likely -- no one leader's going to get all the wonder/religious goodies.
bellarch: The only thing I feel certain about on this map is that Victoria is overwhelmingly likely to be First to Die, given her peaceweight and her proximity to several other AIs. It wouldn't be shocking if this collection of warmongers ended up with a different FTD because someone declared at Pleased, but Victoria looks like the overwhelming favorite to go down first. The AI most likely to benefit from her demise is her neighbor Justinian, who also has a fantastic starting position and is quite competent besides, and I think that'll set him up to do well here. There's definitely some risk that he dies to Suryavarman after they develop too much border tension or something, but there's risk in any pick. From there I think we see a typical Justinian game -- developing a big low-peaceweight religious alliance until he finally launches the spaceship, unless he picks up so many religions he goes culture instead (but let's hope he doesn't do that!)
Faded_Outline: Louis is being given the perfect setup to swoop and steal the spoils from Brennus' inevitable early war with Victoria, which will then cause enough border tension to set up a war between the two later. Meanwhile, Suryavarman has space, a lack of natural enemies and a track record of being able to win if left to his own devices. Any chance we could bribe Sullla to switch Vicky and Gandhi's playoff positions?
Blervis: I like my boy Justinian (and if he does pull through I’ll have high hopes for him in the championship), but I think he’s just too squeezed. Justin and a mediocre Brennus will fight over dead meat Victoria’s territory inconclusively. Sury has ok land but will crash his economy. This leaves Stalin to come in from the top rope and suck up territory from a disappointing Sury/Justin while Louis enjoys a taste of the finer things in this year of cultural victories.
BluesyCobalt: Is a Brennus domination victory likely? No. Would it absolutely rule to watch? Hell yes.
Dignan: I think Sury and Brennus will bungle their starts, getting bogged down in wars. Leaving the door open for Louis to chase culture.
Vesper: It'll take a world-class moron to crash expansion given Vicky's start - she's got Pig Iron and Plains Cow in her capital and enough clean lush terrain just outside to settle as Deity AIs only can, with enough rivers to Fin/Alive in rapid manner. Louis got a very cramped start with Brennus nearby who is likely to get enough tensions with him to just rage at him right off the bat, and a large desert on his west to stifle his expansion enough for Brennus to actually overcome him. Justinian is expected to play Ramesses-s9 or his normal self of converting the entire world, but it won't be enough to actually win, so he's for second. Stalin sadly is already cramped hard, but maybe with this food rich capital he woud last longer to not get FTD.
Spanky: Justinian first settler goes east cramping Victoria immediately. First war is Brennus on Victoria. Stalin out-expands Justinian who has poor land. Victoria dies first. Stalin / Justinian / Sury resolves in Khmer's favour. Louis and Brennus may fight, maybe Louis gets the better short-term. French cultural pressure triggers a declaration from huge Khmer. Khmer 1 Celts 2
RefSteel: The reality: Eighty percent of the other AIs in this game start plotting war against England on roughly turn 16 due to peaceweight alone. The dream: (ahem)
When Britain fir-ir-ir-irst, at this map's command
Aro-o-o-o-o-o-o-o-ose upon the a-a-a-arctic plain
(Arose arose arose u-upon the a-arctic plain)
This was the charter,
The charter of the land;
And guardian a-a-a-angels sang this strain:
Ruuuuuuuule, Britannia! Britannia rule the snow!
Britons never never fear forty below!
Ruuuuuuuule, Britannia! Britannia rule the snow!
Britons never never fear forty below!
haphazard1: I have no real idea who will win this one. I see problems with every single leader (bad start, peace weight situation, poison pill wonder resource, etc.). Too bad there is no way to pick them all to lose.



