The problem is that trait combinations aren't always just the sum of the traits, even before you get on to the UU question. Carthage is Industrious and Seafaring (7.2), two traits which work completely independently of each other. China is Industrious and Militaristic (6.3), but that is a good combination for the early game. The ability to build archers from the start, plus the industrious workers boosting their production (lumberjacking) and mobility (roads towards the enemy) and half-price barracks gives you pretty much the best setup for an ultra-early archer rush of a neighbour. On a typical (continents, 70% water) game I'd take the Ind/Mil combo over Ind/Sea. Seafaring is obviously the better choice for an archipelago game, where there are no early targets available.
Obviously there is also the factor of what type of game you want to play. For research and trading, Ind/Sea wins out. For fighting, Ind/Mil.
Babylon is another nice example - Religious and Scientific work together well. The cultural benefits stack up to give you an advantage over everyone. And particularly in the middle ages, cathedrals and universities are fairly major investments of shields. Saving 160 (or is it 180) shields per city on those gives you a boost at at time where there is a lot to be built.
Obviously there is also the factor of what type of game you want to play. For research and trading, Ind/Sea wins out. For fighting, Ind/Mil.
Babylon is another nice example - Religious and Scientific work together well. The cultural benefits stack up to give you an advantage over everyone. And particularly in the middle ages, cathedrals and universities are fairly major investments of shields. Saving 160 (or is it 180) shields per city on those gives you a boost at at time where there is a lot to be built.
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