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How do the Warlords Traits compare?

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  • #16
    *crunches XP numbers for Agg and Cha*
    Agg promotion requirements:
    1st: 0 XP
    2nd: 2
    3rd: 5
    4th: 10
    5th: 17
    6th: 26
    7th: 37
    8th: 50
    9th: 65

    Cha promotion requirements:
    1st: 2
    2nd: 4
    3rd: 8
    4th: 13
    5th: 21
    6th: 26
    7th: 38
    8th: 49
    9th: 62

    Cha becomes at least as good as Agg for even Melee and Gunpowder units past 38XP, and eventually becomes much better, but you're not going to get many units up to that point unless you're warring all the time.
    Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.

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    • #17
      Cha is universal and it doesn't require the Combat I promotion.

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      • #18
        Indeed, cha works for all units, not just melee and gunpowder ones. And let me tell you, high level cavalry or tanks are really awesome.

        In addition cha gives happiness bonusses. And +2 happiness at the start is a really big bonus.

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        • #19
          High level Modern Armor

          Yeah, Cha is better than Agg if you're emphasising units other than melee and gunpowder ones. Or to put this another way: with Agg, you should focus on melee and gunpowder units, whereas with Cha, you have less reason to.
          Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.

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          • #20
            One of the most (situationally) useful things about Cha is that you can get +1 move ships VERY early, all you need is a settled GG and Theo/vassal. +1 move is the strongest naval promotion in the game.

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            • #21
              Charismatic may not make up for the free combat I until 38 XP has been reached but it becomes better for me at 13 XP. Level 5 that early in a units life is a big deal.
              LandMasses Version 3 Now Available since 18/05/2008.

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              • #22
                Re: How do the Warlords Traits compare?

                Depends on whether you're a builder or a warmonger.

                Builder (my two favorites)

                1. Ind/Fin - massive commerce plus decent shot at wonders
                2. Phi/Fin - massive commerce plus fast GPs

                Ideal would be Ind/Phi but doesn't exist

                Warmonger (my two favorites)

                1. Chm/Prot - seriously kick ass shooters and good melee and cats/trebs
                2. Agg/Prot - badass melee, good defenders. The true reason though is Japan's Samurai

                Ideal would be Agg/Chm but doesn't exist

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                • #23
                  Ind/Fin is nice. It's especially nice as an Incan trait combo: the Quechua is a nice little UU for keeping Barbarians at bay while you build early Wonders, and the Terrace is great for helping you claim territory.
                  Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.

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                  • #24
                    Originally posted by JackRudd
                    Ind/Fin is nice. It's especially nice as an Incan trait combo: the Quechua is a nice little UU for keeping Barbarians at bay while you build early Wonders, and the Terrace is great for helping you claim territory.
                    Another nice thing about the Quencha is the free combat I. If you build a bunch of Quenchua and upgrade them, you effectively got the same benefit as an Aggressive civ. Sorta expensive that way though.

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