creative is my #1 choice but i can't vote for some reason, tells me page is timed out
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Which is the best leader trait?
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Originally posted by Blake
Kind of odd how how Banana is beating Organized and Expansive, and tied with Agressive (what? no-one love agressive?).
Someone go mod in the Banana trait NOW. It makes your capital start with 1 Banana's and your people get +1 happy and +1 health for EVERY banana resource you have. Horde the Banana's!
edit: I'm going to do this. If I can work out how.
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Well, I guess I'm in the minority with "Expansive." Granaries and Harbors are always good facilities to build, and if one can do so cheaply all the better.
Plus, the health benefit is a real boon. There's nothing worse than being stuck in the medieval era with sick and unhealthy cities unable to grow without starving en masse with the population, which can really cripple a city. I'm playing a Prince game right now with Egypt and this is problematical, as the Chessire Cat would put it."I wake. I work. I sleep. I die. The dark of space my only sky. My life is passed, and all I've been will never touch the earth again." --The Ballad of Sky Farm 3, Anonymous, Datalinks
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Heh, no kidding. And Brutus today would be pardoned by the president. Maybe on the last day in office, ala Clinton.
I think Caesar has very fine traits. Organized is great when waging a war with a fellow civ, particularly on the same continent. Then one can run high-cost civics like Police State, Vassalage, Organized Religion/Theocracy and wage a war far more cost-efficiently. And war is a fact of life in an average civ's lifespan, with the inevitable "philosophical differences" arising from divergent civics/faiths. And I've already said what I think of "Expansive."
In fact, I think I'll try out Caesar next game."I wake. I work. I sleep. I die. The dark of space my only sky. My life is passed, and all I've been will never touch the earth again." --The Ballad of Sky Farm 3, Anonymous, Datalinks
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Voted "Creative" but I think there is no single "best" trait, it just boils down to personal preferences.
Aggressive is possibly the trait I appreciate the least, due to the fact that I like more "aggressive" cultural and scientific tactics, than military tactics. Still, in the right hands it can be a great boon.
Creative is my favourite, as it essentially softens the negative effects of missing out on Stonehenge and an early religion (I usually play MP games, with reduced number of religions, so it happens more often than not), and if you also get those, your borders expand very quickly. In short, it is a sort of a "lazy" trait, which allows me to comfortably concentrate on some other things.
Expansive is one of those traits that work better in some combination and worse in others. Coupled with Financial (for cottage-heavy tactics) and Philosophical (for production and specialist/gpp-heavy tactics) it is awesome, though.
Financial is a very powerful trait, as someone said the "Psilons" of Civ4. Still, it is not among my top 3 favourites, as it is rather "bland" concerning the tactics you can use.
Industrious is one of my three favourite traits, since I am a builder, however it is not as good as it is hyped to be - when playing against living opponents in MP, you will often find yourself beaten to some wonders, since humans, unlike the AI, know some wonder beeline tactics which allow them to be less predictable. I have been in games where an industrious player didn't build a single wonder - which effectively meant his trait brought no benefit whatsoever (which is why Industrious, unlike say Expansive, Creative or Financial, is tricky).
Organized - never played an organized civ, but I suppose it is great for waging war (many expensive civics needed then) and for cash. Washington combo must be the best for being rich.
Philosophical - is my third favourite trait (after Creative and Industrious) and one of the most tricky. Even more so than Industrious it is very situational - if you do not manage to build any wonder and are harassed by enemies in early game, not allowing your cities to grow to a significant level, then it is basically useless - when you have no specialists and no wonders, you do not get gpp at all and double 0 is still 0. On the other hand, some of my most spectacular victories were with Frederick and Peter, thanks to some of my cities becoming the true GP factories.
Spiritual is also a widely underappreciated trait - I don't use it myself, since I prefer Louis, Frederick, Peter and Catherine, however I have seen people doing wonderful things with it - it is also extremely useful in a Quick game, where every turn of Anarchy counts.
All in all, I think Firaxis managed to balance the traits pretty well.The problem with leadership is inevitably: Who will play God?
- Frank Herbert
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Originally posted by Blake
Kind of odd how how Banana is beating Organized and Expansive, and tied with Agressive (what? no-one love agressive?).
Someone go mod in the Banana trait NOW. It makes your capital start with 1 Banana's and your people get +1 happy and +1 health for EVERY banana resource you have. Horde the Banana's!
edit: I'm going to do this. If I can work out how.
E.g. a civ like Alabama should start with Redneck and Creationist.
Redneck - -2 culture from each city, +1 happy face from cow, sheep, pig and horse resource. Starting tech: Animal Husbandry.
Creationist - half cost of missionaries, can't research Scientific Method.
The UU would be a militiaman, available with the invention of Gunpowder and Constitution, doesn't become obsolete.
The problem with leadership is inevitably: Who will play God?
- Frank Herbert
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Originally posted by Martinus
Redneck - -2 culture from each city, +1 happy face from cow, sheep, pig and horse resource. Starting tech: Animal Husbandry.
- no culture possible until the world wonder "C-quality TV series".
- assimilation rate (aka cultural conversion) high because ignorance spreads.
- higher growth rate for small cities (due to brothers and sister procreating )
- rifling comes at low cost
Creationist - half cost of missionaries, can't research Scientific Method.
- a civ automatically converts to this "state religion" if libraries and universities are not built soon enough.
- all research possible, but all scientific techs take 400 years to reap effects (symbolises the pope taking that long to admin that the earth indeed is spheric)
- great scientists cannot be created, instead great prophets appear more frequent.
additionally there should be a new civic called "nationalist propaganda" which requires mass media, demagogy, populism and nationalism. it automatically gives you -6 in international diplomacy and culture is reduced, but:
- the civ's population "believes" they have free speech and free press (--> happiness)
- war weariness is actually converted into war happiness
- approval rates go up with failure
- the bigger the military superiority, the more effective the civic is
ps: sorry 'bout my cynicism- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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Originally posted by sabrewolf
- all research possible, but all scientific techs take 400 years to reap effects (symbolises the pope taking that long to admin that the earth indeed is spheric)
Originally posted by sabrewolf
additionally there should be a new civic called "nationalist propaganda" which requires mass media, demagogy, populism and nationalism. it automatically gives you -6 in international diplomacy and culture is reduced, but:
- the civ's population "believes" they have free speech and free press (--> happiness)
- war weariness is actually converted into war happiness
- approval rates go up with failure
- the bigger the military superiority, the more effective the civic is
ps: sorry 'bout my cynicism
We also need to add to capitalism:
- you may pay money to buy mercenaries from other counttries
Add to the UN:
- vote to declare war on one particular country.
Add:
- Any state religion may declare a crusade and all civss with the same state religion as the crusader follow (until liberalism is discovered) and all civs with the same religion as the recipient of the crusade will aid in the defense. If the holy city is razed the religion ceases to exist.Persistance knows no defeat!
(unknown)
Gott gibt uns die Nüsse, aber er beißt sie uns nicht auf.
(J. W. von Goethe)
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Originally posted by Martinus
There should definitely be a happiness bonus for having farm animals in the neighbourhood, if you catch my drift.THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF
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Philosophical is good early in the game. You get very quickly 2 even 3 GP. But soon the number of turns you have to wait for a new GP increases very much, even with the philosophical bonus AND (which is more important) the GP become relatively week. They cannot build a whole wonder and they cannot research a whole invention. So the Philosophical is good in the first half of the game and next to useless in the second.
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Originally posted by Martinus
Voted "Creative" but I think there is no single "best" trait, it just boils down to personal preferences.
Creative is my favourite, as it essentially softens the negative effects of missing out on Stonehenge and an early religion (I usually play MP games, with reduced number of religions, so it happens more often than not), and if you also get those, your borders expand very quickly. In short, it is a sort of a "lazy" trait, which allows me to comfortably concentrate on some other things.
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See, that's a matter of personal preference. I find Phi/Cre to be the most powerful combo in game. People who normally decry some aspects of the game as completely useless do not know the game too well in my experience.The problem with leadership is inevitably: Who will play God?
- Frank Herbert
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