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FIN : Most overrated trait

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  • FIN : Most overrated trait

    Let’s start first by saying that I don’t think FIN is a poor trait. But it is far from being a top-notch trait despite the latest poll here where it has received, far and away, the most votes.

    To paraphrase, Blake, from another thread, the “starting speed” of a trait is an important consideration in rating how strong that trait is. I might even venture that the starting speed of the trait may be the most important factor since any early game turn-advantage will stay will you forever and can be used as leverage for the domination of the whole game.

    FIN’s biggest problem is that it rarely does anything in the early game unless two conditions hold: you have a coastal start and you have fishing. Even here, the off-coast fish is something of a mixed blessing since it does not give you a FIN-bonus unless you build Colossus – certainly not an early game wonder.

    “Hold on”, I here you say. “But what about cottages?”.

    Now here is where I draw the distinction between “early-game” and “mid-game”. Some people might tend to draw the line at the point where borders start meeting neighbouring civs but I’m inclined to treat “early” as finishing sooner than this. I’m probably likely to draw the line at the point where barbs are sufficiently well managed in a pre-BTS game. Maybe expansion will have grown to 3 or 4 cities but not more, maybe you will have completed the Oracle or Great Lighthouse. Or maybe you will be in the middle or at the end of an early rush. In General, then, I’m talking somewhere in the region 1000 BC, there is still room for expansion and there are still probably gaps in the early tech tree.

    For me, that period of the game is normally about a two key things you want from your city (food and production). The secret of the winning the game is to first get yourself a strong core of cities. This means expansion and, to expand you need both food and production, but not commerce. The commerce normally can wait and you can always supplement your commerce with the trade from new cities or a few scientists. Working cottages, on the other hand, doesn’t really help you to build settlers or an army. And even when you have cottages, you’ll have to wait a little before the FIN trait kicks in – unless you have a decent river site to use.

    It is only when you are reaching the limits of your expansion that you will start to look towards your “cottage” industries to pay for it all – and the army that is being readied to continue the expansion into neighbouring lands. And this is after the early game has finished.

    So short of a good seafood site, you FIN trait will give you very little in the early game. Even those rarer cases (precious metals/oases) only give a small incremental benefit (+1 commerce is not a great deal when added to the palace commere, commerce from foreign trade, 7 commerce from a gold mine)

    And to compound all this, FIN does not even get the +100% hammer bonus for banks any more. I think this change was largely due to the fact that it is overrated. In my view, this was an unnecessary change that penalised a trait harshly for having too much good publicity.

    I’m wondering if there may be some selective element in our views. One caveat that I would put in the above is that FIN can give a very nice start if it has a good location. If people habitually regenerate maps when playing with a FIN civ, then I suspect there may be an inordinate number of flood plain/river/coastal starts. If that is the case, it might explain why people like the trait so much. But give yourself a freshwater lake with cows, rice and marble and FIN barely gives you the half that other traits do.

  • #2
    I would generally agree, that the starting speed is obviously very important, and FIN doesn't have the greatest starting speed. Indeed it's nearly useless early on.

    On the other hand, if you have a very large empire (like you should), once you get to that early mid game (right around code of laws on the tech tree), it's darned useful, because it allows you to have a much larger empire without sacrificing tech speed. This is the point at which it's no longer possible to tech on the back of a few GS - you either have a full GS empire (2+ in at least 5 cities, and representation) or you have to tech the normal way, and that takes a lot of gold.

    It's probably one of the stronger traits, and if your playstyle runs towards large empires but you don't use specialists much it might well be the best; but it's certainly not the end all be all of traits that some people see it as.
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

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    • #3
      FIN's main advantage, aside from the obvious commerce bonus, is that it doesn't require much nuance to utilize.

      A particularly skilled player, like yourself, can do better with other traits. A less skilled player, or a skilled player playing lazily, will like FIN quite a bit.

      FIN also has some good synergy when paired up with a good early-game trait. So as your early-game trait fades, FIN shows up and does some heavy lifting.

      -Arrian
      grog want tank...Grog Want Tank... GROG WANT TANK!

      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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      • #4
        Originally posted by snoopy369
        On the other hand, if you have a very large empire (like you should), once you get to that early mid game (right around code of laws on the tech tree), it's darned useful, because it allows you to have a much larger empire without sacrificing tech speed. This is the point at which it's no longer possible to tech on the back of a few GS - you either have a full GS empire (2+ in at least 5 cities, and representation) or you have to tech the normal way, and that takes a lot of gold.
        But gold comes in many shapes and forms. When you compare the bonus commerce gold from FIN with something as seemingly innocuous as trade income, the trait can quickly start to lose its lustre. Large empire plus a few solid trading partners + currency + one or two wonders can work fine without the need for the occasional +1 gold.

        And FIN doesn’t do anything to help you get that large empire.

        [QUOTE] Originally posted by Arrian

        FIN also has some good synergy when paired up with a good early-game trait. So as your early-game trait fades, FIN shows up and does some heavy lifting.
        [SIZE]

        There are a few traits where FIN makes a nice complement. CRE and CHA are two obvious ones while AGG is also something that needs a little financial support. Since AGG/FIN = Ragnar and since he also has this almost unerring ability to find himself on a watery map then we can immediately see the synergy that the trait brings to the leader. But even without the FIN trait, Ragnar’s expansion plans are most adequately dealt with on his maps with a Great Lighthouse/Colossus combination. The fact that Colossus also works well with FIN is just a nice bonus: that wonder combination would work well for anyone where there is a lot of water. But I rather suspect that the ORG trait fits in better with Ragnar’s style. ORG is another “slow start” trait.

        Either way, the FIN trait is generally being giving the subsidiary role of taking on where the primary trait has started. It’s hard to see then that the trait itself can sit up there with the really powerful traits.

        FIN/CRE - The Creative trait drives the show here.
        CHA/FIN – Strong synergy here because you will be working many more tiles so getting a lot more +1’s. But once again, you get a lot more gold through CHA without the FIN bonus
        AGG/FIN – Fin is a bit lost unless it has an empire support. Now how did we get that?
        FIN/ORG – This falls into the category that Blake has called “Too much of a good thing”. He’d probably have mentioned here that it has “Not enough of a better thing”.
        IND/FIN – Cottages or wonders; I know which I’d prefer. For added confusion this combination goes by the name Huayna Capac who probably has the most variety in starting options. Fin should barely feature in the early game strategy – which what HC excels at if he doesn’t try to do everything at once. The exception being that I might want to use a 2g (if I have one) tile from the start just to hurry that early religion.

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        • #5
          Cottages have a very high priority in my play style and the first one is build as soon as the better resources are build. Depending on the city site this can even be before the second city is founded so it's definitely in the early game. If you only build cottages late then obviously you're not playing optimal for financial.

          Are you perhaps not building enough workers to improve enough grassland tiles? Remember nobody should work an unimproved tile.

          But gold comes in many shapes and forms. When you compare the bonus commerce gold from FIN with something as seemingly innocuous as trade income, the trait can quickly start to lose its lustre. Large empire plus a few solid trading partners + currency + one or two wonders can work fine without the need for the occasional +1 gold.
          But financial civs get that bonus plus the +1 gold that can be on a forth of your tiles so is by far not occasional. They will still tech away.

          But even without the FIN trait, Ragnar’s expansion plans are most adequately dealt with on his maps with a Great Lighthouse/Colossus combination.
          If you can be sure to get both wonders then you are playing on a too low level. Financial is a bonus that is certain. This is not. (And if it's more powerful is a different story.)

          FIN/CRE - The Creative trait drives the show here.
          Why? All creative gives early are a border pop and cheap libraries. The first is nice but not crucial and the second is a poor investment of hammers as long as there is room to settle.

          CHA/FIN – Strong synergy here because you will be working many more tiles so getting a lot more +1’s. But once again, you get a lot more gold through CHA without the FIN bonus
          But only as soon as you hit the happy cap. As long as your pumping out settlers this wont happen too fast. So is this still early game?

          IND/FIN – Cottages or wonders; I know which I’d prefer.
          Me too, cottages.


          1 cottage is enough to pay the maintenance of a city early on. Just try it. Make sure every city quickly gets a cottage (or a better resource). You will not hit the maintenance cap. Build a second cottage and you have a tech lead. FIN gives you in that case at least 2 commerce per city. Early on this is powerful, or at least more powerful than any other trait.

          And even if mid game is less important it still needs to be considered and there only charismatic can keep up sort of.

          BTW: The trait that pays first is IMP however I'm sure we agree that i's not the most powerful.

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          • #6
            FIN isn't a late game thing, it's a mid game thing. The only time it's really helpful is in the period where you are just about to get courthouses, and have 7 or 8 cities, and need to pay for them. A non-FIN civ usually goes down to 20% or 10% tech rate at this point; a FIN civ can stay at 30% or 40%.

            By the late game a cottage gives you a ton more commerce. I think it's, as Arrian said, a trait best used by people who don't know how to take advantage of other traits... it gives you a bonus pretty much no matter what you do, and it encourages you to play in a style that you should be playing anyway (more cities earlier). I think i'd call it a 'trainer trait' - excellent for helping people learn to play the game better, but by the time you're at a high level you take advantage of other traits better.
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            • #7
              ben04, early cottages are bad - you should be farming to build your city up in size quickly. I don't build cottages for the first few thousand years unless I have a flood plain city with 3+ fps or other bonus food tiles (so I can be 6+ food in the green). Cottages are a mid game thing for me now that i've learned to play faster... I still tech incredibly fast even with few cottages, using a few GSs and many more cities
              <Reverend> IRC is just multiplayer notepad.
              I like your SNOOPY POSTER! - While you Wait quote.

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              • #8
                Originally posted by snoopy369
                ben04, early cottages are bad - you should be farming to build your city up in size quickly.
                What does a big city give you if you only have farms? A single cottage easily gives more gold than 3 farms. Also cities without any food resource are rare. One such resource is enough and obviously has a higher priority.

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                • #9
                  Originally posted by ben04
                  If you can be sure to get both wonders then you are playing on a too low level. Financial is a bonus that is certain. This is not. (And if it's more powerful is a different story.)
                  I’m not talking necessarily about certainty but about early game focus. On one foray into immortal level I snagged both wonders with Ragnar simply because I knew that I would need them. My neighbour Hannibal with his CHAFIN’ bonus was running away with the show and I needed something to stay with the game.

                  Originally posted by ben04
                  But financial civs get that bonus plus the +1 gold that can be on a forth of your tiles so is by far not occasional. They will still tech away.
                  The only problem with this is that FIN civs have been working cottages rather than farms and mines. This means that they will have fewer cities that civs than have been expanding. This also answers your more recent question- cities working farms gives you more cities.

                  I’d agree with snoopy. In fact, as a general rule I first farm riverside tiles that I will some day convert into watermills. When I have too much food – this really can happen – I might look to build some cottages in those riverside slots that will not be needed for windmills. If anything this means that I will never have to worry about replacing a town with a watermill: no problem with a farm.

                  Occasionally I might find myself with too few workers for my liking. This can happen when the competing demands of expansion, security and key wonders suddenly look to be more enticing. If this happens my best solution is to have very clear priorities for my in-demand workforce and to sort the problem out as soon as the “emergency” is over.

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                  • #10
                    While it may be true that Financial is somewhat of a "trainer" trait, there's real value in a high utility passive trait. One that yields good benefit, almost regardless of playstyle, and doesn't require hefty micromanagement. I've been playing Civ for years, and I've always really liked FIN as a Passive trait.

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                    • #11
                      Financial Rocks! Especially for the maritime civ that popped out extra sea bonuses like the colossus.

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                      • #12
                        Originally posted by ben04

                        What does a big city give you if you only have farms? A single cottage easily gives more gold than 3 farms. Also cities without any food resource are rare. One such resource is enough and obviously has a higher priority.
                        In the early game, cottages aren't that useful. They take too long to develop and don't allow your city to grow.

                        Settle a city. Work your first 3 tiles as food tiles, giving say 5,4,3 food (one good food resource, one flood plain, and one grassland, all farmed or improved). That gives you 3+2+1 or 6 extra food. Growth occurs quickly, you have a size 4 city in 5 turns, and even using a cottage at this point a size 5 city in 5 turns more.

                        A farmed city gives you the ability to use GS to get science - if you can get into representation via the pyramids, that's 6 science per GS plus the other advantages of a GS, which is very useful and can drive your tech rate through the roof quickly.

                        Eventually cottages become useful certainly; right around the mid game, when your cities are at their happy cap. Then they start working the cottage tiles, and you start bringing in the cash. But that takes time to build up - hence why FIN is useful here, speeding that up by a turn essentially.
                        <Reverend> IRC is just multiplayer notepad.
                        I like your SNOOPY POSTER! - While you Wait quote.

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                        • #13
                          Why are you talking about GS's and not regular scientists?

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                          • #14
                            Because I use GS for specialist, due to the way my brain works
                            <Reverend> IRC is just multiplayer notepad.
                            I like your SNOOPY POSTER! - While you Wait quote.

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                            • #15
                              Financial isnt over-rated at all...

                              I think the main benefit of financial is the freedom to NOT use early specialists.

                              Early in the game you basically have 2 choices for specialists:

                              scientists and priests

                              ..yet neither of these are good at offsetting upkeep costs.

                              Scientists can allow you to lower the slider and not fall behind in tech but that only goes so far before Code of Laws.

                              Priests do generate some gold but not enough to really fuel an early expansion until you start popping prophets. You also need religion.

                              The financial civ can focus a few cities on cottages and can even delay building improvements like libraries and temples.

                              The really strong point for early financial is that coastal cities are an automatic asset with only a single building inside. A lighthouse gives a coastal city a bunch of 2F/3C tiles that dont even need workers to set up.

                              Personally I like a specialist empire more than a cottage one so I prefer Philosophical over Financial

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