Just finished this one up; as always, comments are welcome.
I played a game with these guys a couple days ago, and it was some of the most fun I've ever had with the game. Not worrying about anything but conquest, conquest, conquest... I killed three people before I was booted for "Final Five". Apparently my army of dozens didn't make up for the fact that I still was sitting at one lone city, which I suppose I agree with.
Anyway, here it is...
The Doviello
There is one word that describes the Doviello: war. That is all theyre good at, but they are possibly the best civilization for it on Erebus. The Doviello
Palace gives them a 40% reduction in War Weariness. Their units can be upgraded in the field, and cheaply. They start with
Lucian, a minor hero who gains no free experience but is still a major advantage in the early game. Many of their units do not require buildings to produce. Take all that together, and you have the ability to start wars early and endlessly.
The Doviello have a lot of unique units, but they have the same base unit strength as what they replace. Their true advantage is that the Doviello
melee units can upgrade to stronger units cheaply and in the enemys lands.
Slaves and
Workers can become
Beastmen,
Beastmen can become
Sons of Asena, and
Sons of Asena can become
Battlemasters. All their units also start with the
Winterborn promotion, making all their units have a boost in
Tundra and
Snow.
Although the main strength of the Doviello is in their
melee line, they have some very good supporting troops as well. Shamans do not require a
Mage Guild to produce, making them easy to recruit in large numbers. The
Javelin Thrower is the perfect choice to guard the heartland of the Doviello when the rest of the army marches.
Their World Spell,
Wild Hunt, is useful either for a last-ditch defense or as a support for attackers. Just make sure you can supply the extra units.
If anyone remains after the initial bloodshed, the
War Machine will easily finish them off. It comes late in the tech tree, but when the Doviello get it they become virtually unstoppable.
Strategies of Note
The Doviello are built for conquest. Any other victory is probably beyond their reach. The best plan for them is to attack, both early and often. They cant build Libraries or Alchemy Labs, so they will always be behind the rest of the world in technology. Waiting wont help.
The Doviello leaders have some very useful traits for their people. At first sight, it looks like Charadon is the better warrier, with
Aggressive making his units stronger and
Barbarian allowing him to slack a little on defense. However, Mahala is just a viable.
Ingenuity makes it almost easy to keep the army upgraded, and
Raiders makes it trivial.
Unlike many other civilizations, the Doviello dont have many options for victory. Their best, and probably only, chance is to attack their nearest neighbor early. By the time
Sons of Asena are available, there should be a solid core of experienced units and a full treasury from pillaging. Upgrade, and continue the attack. Dont bother keeping many cities in the early game, since theyll destroy your already weak economy. Keeping one or two can be useful, though, since they can start making units immediately. Keep an eye out for
Copper and
Iron, since it wastes time to send your units back home to be re-equipped. Leave a barren wasteland behind you.
The Doviello do have some choices to make in the technology department. They cannot afford to waste any research, ever. The obvious path to research is through
Bronze Working and
Iron Working, but
Way of the Wicked and the
Slavery it allows are very useful as well. Capturing the enemys
Workers and
Slaves, then turning them into attacking
Beastmen, is very satisfying.
Religion isnt really important to the Doviello. They generally cant afford the time it takes to research one, so they cannot really pick and choose very well. That being said, it can be very useful for the Doviello to follow the
Ashen Veil, which gives them some of the research ability they lack.
Runes of Kilmorph can be nice too, since the Doviello need gold for their constant upgrading.
The starting
Mana for the
Doviello are Body, Chaos, and
Earth. Of the three,
Earth is probably the least useful, since
Wall of Earth and
Stoneskin are defensive spells.
Chaos and
Body, on the other hand, are extremely nice to have.
Dance of Blades and
Haste are priceless to attacking armies, and the
Mage-level spells of
Mutation and
Regeneration are even better.