I think the only benefit of the Assyrians is the +1 movement - essentially +25% movement at that point. It may save you from getting annihilated and you can explore faster.
So for EQ, the Dunnu definitely belongs at the bottom since it doesn't exploit any tiles like the Cyclopean Fortress. I forgot if there's a stability bonus for Dunnu, but I definitely take the Cyclopean for the +15 stability, which basically means adding territories only costs 5 stabiltiy - massive for early game when you don't have a lot of luxury resources. So I'm in agreement the OP on S tier for that.
It's nice to rank the EQs, but when playing, you're going to consider the culture as a whole (along with map, current situation, etc.). Anyway, it's fair to have some C/D tier since somebody has to get punished for being last.
The Dunnu is much better than it sounds because you can place them on outposts for influence, so they essentially pay for themselves. Assyrians + Customary Laws means you'll have lots of outposts teeming with dunnus giving your influence. That makes the Assyrians better at generating influence than the Olmecs!
I'd like to say it's true, because Awari is pretty underwhelming and I tend to pick Hittites only for the LT and flavour (Gigir are not very exciting, but, damn, do they look extra fabulous), but, honestly, every time I play them I end up utilizing Awari in early warfare and bullying of my neighbours. It's not game-changing, but the ability to skip one-two turns of logistics to get the units faster on the frontline still came handy a couple of times, and once even was outright nasty, with territory divided by lake in which I plopped outpost early - part reachable only by serpentine route through the jungle between cliffs had access to my enemy's backyard and I could just pump out units there. I imagine it's even slightly, almost visibly better now that you call dibs on a lots of territories but can't really attach them due to district cost inflation.
I've used the awari plenty of times, back when I was trying to figure out how bad the suboptimal v optimal divide is.
From my experience: The Awari is a [temporary] emblematic quarter that only has strategic value. On Large maps where you're covering lots of ground, and are in need of a reliable way to resupply armies far from home, the Awari is fantastic. As it serves as a unit spawner that does not require a city attached to its region, and any--and every--city can target that spawn for their own units, at the same time. Meaning that you can make quick resupplies. Being able to spawn a full stack of high cost army units on an outpost in 4 turns, about 30+ or 40+ tiles away from my nearest city center, while on a low land percentage map, felt pretty neat.
Unfortunately: The Strategic value of the Awari is something that only really shines in later eras, as it is quite difficult for the Hittites to actually place down outposts far away from their main city. Not to mention the Awari goes away, forever, in the situation that an outpost becomes a city, or attached territory--and I don't think it even gets the influence buff from liberty ideology. Compared to other Emblematic Quarters, a military spawn that only exists for how long you are the Hittites, and doesn't provide any economy, is not good enough for picking the Hittites for--as I mainly go Hittites if I feel like I need that extra +1 combat strength.
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That would be cool, right?
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