Here are a few thoughts on how different traits might help your slingshot attempt. I've put them in my order of preference below.
Financial – Big bonus if conditions are right. This includes coastal start with sea food resources and fishing tech or river start with decent food. The latter usually calls for the pottery route to writing. Any early game happy resources are a BIG bonus. If these are discovered on your travels, you probably want that second city up quickly.
Philosophical – Works with any technique that drives growth through GPs. Probably better than financial for a slingshot
Industrious – Probably the third most useful for a slingshot because of the reliance of wonders. But the benefits here are not as strong as either unless you have a starting position that is unsuited to a financial civ.
Spiritual – Should not be underestimated. With any slingshot you’ll make at least three civic/religion changes so you’ve saved three turns straight away – although perhaps only one during the actual slingshot. In the religious slingshot you can get temples up in double time (and possibly make a tidy production surplus from some timely chopping). At lower difficulties, the early religion is also feasible. Higher levels it is only possible with a healthy commerce tile to start with.
Aggressive – Not really much use although one you start building warriors, you’ll have that little extra comfort that they won’t die too quickly. Early barracks are likely to be beneficial, particularly if you have a second city.
Creative – Almost useless, particularly for the religious slingshot which will, in any case get the early obelisk benefit for a second city prior to the religious culture bonus.
Expansive – Not a great deal of use but the cheap granaries will help to fuel a slave-driven slingshot. A nice fit too if you’re lucky enough to get floodplains.
Organised – Since you’re not going to be building lots of cities and courthouses during the slingshot, it seems, at face value that this will have give no help to the attempt. The slingshot itself is just a small diversion before you start to expand your empire through colonisation or conquest.
My order of preference is (purely for the slingshot)
Philosophical
Financial
Industrious
Spiritual
Aggressive
Expansive
Creative
Organised.
All of the top four give “positive” benefits: Philosophical (GPP), Financial (commerce), Industrious (wonder production), Spiritual (time or food/production/commerce from saved anarchy).
Three of the others are more of the nature of insurance or of a cost reduction nature so if you’re careful enough you might be able to avoid the problems that they solve through more careful play.
Creative is just plain poor.
"
Financial – Big bonus if conditions are right. This includes coastal start with sea food resources and fishing tech or river start with decent food. The latter usually calls for the pottery route to writing. Any early game happy resources are a BIG bonus. If these are discovered on your travels, you probably want that second city up quickly.
Philosophical – Works with any technique that drives growth through GPs. Probably better than financial for a slingshot
Industrious – Probably the third most useful for a slingshot because of the reliance of wonders. But the benefits here are not as strong as either unless you have a starting position that is unsuited to a financial civ.
Spiritual – Should not be underestimated. With any slingshot you’ll make at least three civic/religion changes so you’ve saved three turns straight away – although perhaps only one during the actual slingshot. In the religious slingshot you can get temples up in double time (and possibly make a tidy production surplus from some timely chopping). At lower difficulties, the early religion is also feasible. Higher levels it is only possible with a healthy commerce tile to start with.
Aggressive – Not really much use although one you start building warriors, you’ll have that little extra comfort that they won’t die too quickly. Early barracks are likely to be beneficial, particularly if you have a second city.
Creative – Almost useless, particularly for the religious slingshot which will, in any case get the early obelisk benefit for a second city prior to the religious culture bonus.
Expansive – Not a great deal of use but the cheap granaries will help to fuel a slave-driven slingshot. A nice fit too if you’re lucky enough to get floodplains.
Organised – Since you’re not going to be building lots of cities and courthouses during the slingshot, it seems, at face value that this will have give no help to the attempt. The slingshot itself is just a small diversion before you start to expand your empire through colonisation or conquest.
My order of preference is (purely for the slingshot)
Philosophical
Financial
Industrious
Spiritual
Aggressive
Expansive
Creative
Organised.
All of the top four give “positive” benefits: Philosophical (GPP), Financial (commerce), Industrious (wonder production), Spiritual (time or food/production/commerce from saved anarchy).
Three of the others are more of the nature of insurance or of a cost reduction nature so if you’re careful enough you might be able to avoid the problems that they solve through more careful play.
Creative is just plain poor.
"
Comment