I am fairly familar with these settings and how these games tend to play out. They generally involve a lot of choking early in the game from multiple angles. Getting access to critical resources, especially metal is critical. No metal means your teammates have to protect you or you die (usually) once the enemy has catapults to knock your defenses down and kill the 8 archers in your city. I strongly suggest the following civs/traits, with a couple possible alternatives: 1. Zulu - Agri, Hunting - Aggressive trait a must I can sum this pick up one word, Impis. They are the uber choking unit early in the game with 2 moves and defensive bonuses. Just spam to the nearest civ to deny metal, steal workers and cause general havoc. This civ was often banned in MP games because the UU is so powerful. 2. Egypt - Agri, Wheel Strongest chariot UU in the game, the best for early rushes 3. India - Myst, Mining - Spi/Ind preferred. By far the best combo for chopping henge/oracle. Fast worker is also great for early chopping to keep enemies off your woods and to get more units and expand. 4. Inca - Agri, Myst - Aggressive trait a must The quecha is another great MP choke unit because the opponent cannot counter with archers. Last one is only one up for debate IMHO. Only two options I feel are Mali and Rome. 5a. Rome - Fishing, Mning - Aggressive trait a must. Shock Preats are very tough to kill. In addition it's the only civ in the bunch that starts with fishing, so you dont have to research any first tier techs. with the first 4 picks and Rome. 5b. Mali - Mining, Wheel - Protective Trait a must. Protective skirm=very hard to kill. Another great choke unit. A fully forted unit on a forested hill can kill 3 swords. Tempting choices, but probably better to avoid. Native Americans - Dogs are rather expensive to make early and slow. The are also inferior to protective skirms due to their vulnerability to chariots. I find you fall too far behind in your development if your choke fails. Persia, Mongols, Carthage - Would rather use War Chariots for a rush. The window on HA UU's is too narrow to justify using, only tons of eles are around they aren't that useful. Regular HA's do the job well enough that losing one of the stronger early game UU's isn't justifiable.