Sirian said:
He got a First Strike instead. Keshiks are well balanced! They are as capable as any unit in the game of putting high-level AIs out of their misery in the early going. Praetorians are stronger but slower.
Don't forget Ignore Terrain Movement. The AI isn't any good with this, but Keshiks can even cross rivers without movement penalty. This singular inherent feature makes them the most versatile mobile attack force. Rome really needs galleys or a large road network to be effective. Great assault and turtle, but when you look at kublai and his keshiks... Kublai will claim terrain faster, hold it with fast cultural defenses, and force Rome to turtle up while Keshiks pillage and manuever to join your allies. Rome might have his SoD, but he'll never be a great threat to your improvements, he's so slow by the time Praets get to you, you know have a lot of time to prepare.
Sullla, Speaker, ToddMarshall, Atlas, Chriseay and I had a 3v3 Mp game last night where that was just the case. Sullla pressed his Praetorian advantage to the fullest he could, but it simply was not be enough when a city can receive reinforcements within two-three turns due to a road network. That city was also with a creative civ, so it claimed territory fast before Rome could firmly establish a road network to the city so that Praets could attack.
If he had keshiks to back him up (or any other player's military reinforcements for that matter), he might've been able to move onto and pillage roads. Some of the roads were through forests and hills, which would slow down normal chariots/horse archers enough that they would be unable to pillage. Keshiks have no such problem.
Rome's great from a turtle / assault perspective. That is easy to conceptualize. But Mongols are... expansive and extremely mobile. They force players and civ AI's to turtle up while you mount an advantage. Mongols will cover distances Rome can't begin to conceptualize.
I rather like the Expansive trait. It isn't the best around, but the +2 health isn't what's great about it. Double speed granaries. That just begs for high food resource whipping. Admittedly not so good until we bag a worker or two. Once we choose a civ, I'll decide on a map script that presses our civ's advantage (Great plains for khans / Persia , Low sea level water map for Isabella / Toku, etc)
The starting techs for these civs were chosen wisely with their traits in mind. For Isabella, that should mean fish resources via her innate fishing. For Temujin and Kublai, since they get free wheel and hunting leads to animal husbandry, that begs cows, early horses, chariots, and then archery and Keshiks.