Is there any real purpose to using Sorah and Ecks at the moment? I gave them a quick spin with world builder to try out the Joining and all it did was summon a random civ as my team-mate. As it stands "the Joining" just seems like a bad Mercurian Gate (I say bad since the new civ doesn't spawn with anything worthwhile), which makes Sorah and Ecks essentially leaders with just one (not overly awesome) trait. They seem incomplete, or am I missing something?
Edit: Also, just a thought, since I always set my first Warrior on a mini-scout mode with the "Travel Light" spell, surely as a civilisation based around exploration they should begin with 2 scouts ala the Ljo as opposed to the usual Warrior+Scout combination? As I said, just a thought.
Edit:
I just discovered the joy of "Summon Pegasus", but I wanted to check if it's 'working as intended'. I've noticed that with one mage, I can cast Summon Pegasus once per turn, provided that on the turn I summon a Pegasus I attach a unit. In theory I assume that means one mage could provide 100 units with Pegasus upgrades. I just wanted to check if that's how it's meant to work, because when I first read that it was limited to one Pegasus summon per Mage I thought to myself "that's fair, I guess I'll give Pegasus rides to my very best units then", but with things as they stand even plain old Warriors are getting their very own Pegasuses (is that the plural for them?), which I find kind of cheapens their charm. Just a bug query/opinion stating =/
Edit2: In regards to some points Lord Katana raised, why aren't recon units and priest units not allowed to mount Pegasuses? If the recon thing is regarded too powerful combined with "Found Settlement", as LK said, there are ways around that problem. As for why priests can't mount one (but yet can summon one), I see no reason why they'd be anymore powerful in a priests hands than they would in an Adepts hands.
Over-all, I'm very much enjoying the Austrin. They are a Civ that appeal perfectly too my heart. They retain all the core abilities of an FFH civ (bar the gunpowder units) but have a couple of unique features that set them apart, so I have taken quite an interest in them. Having not played them in Fall Farther (and having not played Fall Farther for several months) I'm not sure how much of this is down to what FF provided and how much is down to WM changes, but regardless, I must congratulate all involved with creating the Austrin with providing a very enjoyable civilisation
