The Schizophrenic Asylum serie goal is to have fun while playing the same map with different leaders, and see how various players ar
e able to leverage leaders's trait on that map. It will help new players, and more confirmed ones, to see how to leverage traits, UU
or UB while they are playing themselves, the same leader or an other one.
Players may choose to replay that same map with a different leader, to experience a different gameplay.
Here is our starting position:
archipelago
high sea level
landmass type: archipelago
Switched 2 resources for our own sake.
RAGNAR of VIKING, starting techs are fishing and hunting
RAGNAR is financial/aggressive
financial : +1
on plots with 2 
aggressive : Free Combat I promotion of melee and gunpowder unites. Double production speed of Baracks and Drydock.
its UB is TRADING_POST a Lighthouse that give Navigation 1 (+1 movement) to all ships built in the city.
its UU is BESERKER an amphibious Maceman with +10% city attack. They also get Combat I because Ragnar is AGG. Especially when delivered by 3-move galleys they're great medieval invaders against anybody with coastal cities, just like in Real Life. If you plan on a late-game war, you might still want to make a bunch of beserkers since the promotions carry over when you upgrade (although the +10% doesn't). CR II Amphibious riflemen, oh, my!
JOAO of PORTUGAL, starting techs are fishing and mining
JOAO is imperialist/expansive
imperialist : +100% Great General emergence. +50% faster production of settlers (from hammers only).
expansive : +2
per city. Double production speed of Granary and Harbor. +25% production of Worker (from hammers only)
its UB is FEITORIA Customs House that gives +1
for water tiles.
its UU is CARRACK a superior Caravel. It can carry two of any type of unit, unlike the Caravel's single unit of a restricted set of types, and can enter ocean squares -- making it more like a Galleon, available with Optics instead of Astronomy. Thus he can cross oceans with settlers and military units with cheaper ships (60
vs 80 at Normal speed) and a bit earlier than the AIs (Astronomy being an expensive tech, and requiring Calendar as well as Optics). Thus on some maps an Optics beeline might be appropriate.
WILLEM_VAN_ORANJE of NETHERLANDS, starting techs are fishing and agriculture
WILLEM_VAN_ORANJE is creative/financial
creative : +2
per city. Double production speed of Library, Theatre and Coliseum.
financial : +1
on plots with 2 
its UB is DIKE a Levee that gives +1
on water tiles as well as rivers. It can be very powerful on a watery map, but comes rather late in the game.
its UU is OOSTINDIEVAARDER (aka East Indiaman) a significantly improved Galleon: 6:strenght: instead of 4, 4 cargo spaces instead of 3, and able to explore enemy territory -- meaning you can declare war while your invasion fleet is adjacent to its landing tile, instead of having to start outside the opponent's cultural boundaries.
ROOSEVELT of AMERICA, starting techs are fishing and agriculture
ROOSEVELT is industrious/organized
industrious : Wonder production increased by 50%. Double production speed of Forge.
organized : Civic upkeep reduced by 50%. Double production speed of Lighthouse, Courthouse and Factory.
its UB is MALL a Supermarket that gives
and
. It comes quite late in the game, so some players consider it very weak compared to other UBs. The extra cash might be useful in keeping research at a higher rate in the late game, where it could make a difference in a space victory race.
its UU is NAVY_SEAL a Marine with March promotion (can heal while moving) and 1-2 first strikes (one of few late-game units to have them), making it a very strong late-game military unit. Like the UB, some players consider it weak because they're in too strong a position at that point to need it (or have won the game already).
e able to leverage leaders's trait on that map. It will help new players, and more confirmed ones, to see how to leverage traits, UU
or UB while they are playing themselves, the same leader or an other one.
Players may choose to replay that same map with a different leader, to experience a different gameplay.
Here is our starting position:

Spoiler map details :
archipelago
high sea level
landmass type: archipelago
Switched 2 resources for our own sake.
Spoiler RAGNAR of VIKING, :
RAGNAR of VIKING, starting techs are fishing and hunting

RAGNAR is financial/aggressive
financial : +1


aggressive : Free Combat I promotion of melee and gunpowder unites. Double production speed of Baracks and Drydock.
its UB is TRADING_POST a Lighthouse that give Navigation 1 (+1 movement) to all ships built in the city.

its UU is BESERKER an amphibious Maceman with +10% city attack. They also get Combat I because Ragnar is AGG. Especially when delivered by 3-move galleys they're great medieval invaders against anybody with coastal cities, just like in Real Life. If you plan on a late-game war, you might still want to make a bunch of beserkers since the promotions carry over when you upgrade (although the +10% doesn't). CR II Amphibious riflemen, oh, my!

Spoiler JOAO of PORTUGAL :
JOAO of PORTUGAL, starting techs are fishing and mining

JOAO is imperialist/expansive
imperialist : +100% Great General emergence. +50% faster production of settlers (from hammers only).
expansive : +2

its UB is FEITORIA Customs House that gives +1


its UU is CARRACK a superior Caravel. It can carry two of any type of unit, unlike the Caravel's single unit of a restricted set of types, and can enter ocean squares -- making it more like a Galleon, available with Optics instead of Astronomy. Thus he can cross oceans with settlers and military units with cheaper ships (60


Spoiler WILLEM VAN ORANJE of NETHERLANDS :
WILLEM_VAN_ORANJE of NETHERLANDS, starting techs are fishing and agriculture

WILLEM_VAN_ORANJE is creative/financial
creative : +2

financial : +1


its UB is DIKE a Levee that gives +1


its UU is OOSTINDIEVAARDER (aka East Indiaman) a significantly improved Galleon: 6:strenght: instead of 4, 4 cargo spaces instead of 3, and able to explore enemy territory -- meaning you can declare war while your invasion fleet is adjacent to its landing tile, instead of having to start outside the opponent's cultural boundaries.

Spoiler ROOSEVELT of AMERICA :
ROOSEVELT of AMERICA, starting techs are fishing and agriculture

ROOSEVELT is industrious/organized
industrious : Wonder production increased by 50%. Double production speed of Forge.
organized : Civic upkeep reduced by 50%. Double production speed of Lighthouse, Courthouse and Factory.
its UB is MALL a Supermarket that gives



its UU is NAVY_SEAL a Marine with March promotion (can heal while moving) and 1-2 first strikes (one of few late-game units to have them), making it a very strong late-game military unit. Like the UB, some players consider it weak because they're in too strong a position at that point to need it (or have won the game already).
