Hello!
I have been pondering the various Civs, their traits, special units, and other related topics and have come to some conclusions. Keep in mind, I play on Monarch level, and dabble with Emperor and experiment on Regent. I know most of these things have already been said, but I might point out some things not already mentioned. This will be a long post. Opinions are appreciated.
CIV TRAITS (no particular order)
1. Industrious: very nice. It's most important bonus is the increased work rate of your workers. That means faster city connection times (Road/RR) and faster growth, which leads to more shields & gold. I think it's affect is most pronounced in the Ancient and Middle Ages, where the rate of your civ's growth/production has a massive effect on the rest of the game.
2. Scientific: also very nice. I noticed a number of people on this list have rated this trait very poorly, and I can't understand why. For one thing, it makes cheaper the most culturally important buildings (Libraries & Universities). It also gives a free advance when you enter a new Age. People belittle this ability, but it is important because IT SAVES TIME. Ever been beaten to a crucial WoW, like the Sistine Chapel or Hoover Dam, by just a few turns? Don't you wish you could have researched that advance 6+ turns earlier? Well, the Scientific trait saves you that time. I'll ignore the reduced cost of Research Labs because I never build them.
3. Expansionistic: Ah, the crap shoot trait. This is for the gamblers, and it's advantage increases as the map size goes up. Tiny map = worthless. Huge map = excellent. The Scout may suck as a unit, but the services it provides is crucial. You get to know more of your surroundings sooner. Knowledge is power, and speed is the essence of War. The sooner you find out what would be the optimal spots to drop a city, where your neighbors/enemies are, and where the goody huts are, the sooner you can take advantage of all three. Also, goody huts are NOT to be overlooked, because their effect is most important in the earliest stages of the game. Each advance you're gifted from a goody hut saves you on average 20 turns or research time in the Ancient era. Think about it. So you respond: "I'll just trade for what I need with the AI". Well, now your giving an opponent a leg up, and keeping them closer in parity to your own advancement level. A LUCKY expansionist could be in the Middle Ages before their opponents learn to read. Don't forget about possible goody hut Settlers. That's an obvious one. So, it depends on the map...
4. Commercial: Feh. I tried it, and found that it didn't help that much in terms of controlling corruption. A judiciously placed Forbidden Palace (FP) takes care of that. The extra income is not that great either. If, as a player, you have a lot of trouble controlling corruption, go with this. Otherwise, I avoid this trait.
5. Militaristic: Another crap shoot trait. Getting Elite units more often (and winning with them) increases the odds of GL's appearing. If you can get 3 GLs during a game, that's great. Each GL after that comes that much closer to breaking the game for you. If you get 6 GLs during a game, especially by the time the Industrial Age comes around, you're set to win. But still, it's basically a roll of the die. On the other hand, I think all human players build Barracks and City Walls in their cities, so making them cheaper is a plus.
6. Religious: Almost the same advantage, game-wise, as Scientific, but in a different way. Aside from the cheaper happiness-producing buildings and their resultant culture boost, the Religious trait saves valuable time too. A typical will generally go through 2 government changes (Despot->Monarchy/Repub->Commy/Democrat). That saves about 10 turns of time. Not as much as Scientific, but still good. However, it allows the player the option of picking the optimal government for a given situation, which can be a huge advantage if played properly.
Actually, I break this up into 3 posts. My next post will be on the Civs themselves. So, thoughts?
MQ
I have been pondering the various Civs, their traits, special units, and other related topics and have come to some conclusions. Keep in mind, I play on Monarch level, and dabble with Emperor and experiment on Regent. I know most of these things have already been said, but I might point out some things not already mentioned. This will be a long post. Opinions are appreciated.
CIV TRAITS (no particular order)
1. Industrious: very nice. It's most important bonus is the increased work rate of your workers. That means faster city connection times (Road/RR) and faster growth, which leads to more shields & gold. I think it's affect is most pronounced in the Ancient and Middle Ages, where the rate of your civ's growth/production has a massive effect on the rest of the game.
2. Scientific: also very nice. I noticed a number of people on this list have rated this trait very poorly, and I can't understand why. For one thing, it makes cheaper the most culturally important buildings (Libraries & Universities). It also gives a free advance when you enter a new Age. People belittle this ability, but it is important because IT SAVES TIME. Ever been beaten to a crucial WoW, like the Sistine Chapel or Hoover Dam, by just a few turns? Don't you wish you could have researched that advance 6+ turns earlier? Well, the Scientific trait saves you that time. I'll ignore the reduced cost of Research Labs because I never build them.
3. Expansionistic: Ah, the crap shoot trait. This is for the gamblers, and it's advantage increases as the map size goes up. Tiny map = worthless. Huge map = excellent. The Scout may suck as a unit, but the services it provides is crucial. You get to know more of your surroundings sooner. Knowledge is power, and speed is the essence of War. The sooner you find out what would be the optimal spots to drop a city, where your neighbors/enemies are, and where the goody huts are, the sooner you can take advantage of all three. Also, goody huts are NOT to be overlooked, because their effect is most important in the earliest stages of the game. Each advance you're gifted from a goody hut saves you on average 20 turns or research time in the Ancient era. Think about it. So you respond: "I'll just trade for what I need with the AI". Well, now your giving an opponent a leg up, and keeping them closer in parity to your own advancement level. A LUCKY expansionist could be in the Middle Ages before their opponents learn to read. Don't forget about possible goody hut Settlers. That's an obvious one. So, it depends on the map...
4. Commercial: Feh. I tried it, and found that it didn't help that much in terms of controlling corruption. A judiciously placed Forbidden Palace (FP) takes care of that. The extra income is not that great either. If, as a player, you have a lot of trouble controlling corruption, go with this. Otherwise, I avoid this trait.
5. Militaristic: Another crap shoot trait. Getting Elite units more often (and winning with them) increases the odds of GL's appearing. If you can get 3 GLs during a game, that's great. Each GL after that comes that much closer to breaking the game for you. If you get 6 GLs during a game, especially by the time the Industrial Age comes around, you're set to win. But still, it's basically a roll of the die. On the other hand, I think all human players build Barracks and City Walls in their cities, so making them cheaper is a plus.
6. Religious: Almost the same advantage, game-wise, as Scientific, but in a different way. Aside from the cheaper happiness-producing buildings and their resultant culture boost, the Religious trait saves valuable time too. A typical will generally go through 2 government changes (Despot->Monarchy/Repub->Commy/Democrat). That saves about 10 turns of time. Not as much as Scientific, but still good. However, it allows the player the option of picking the optimal government for a given situation, which can be a huge advantage if played properly.
Actually, I break this up into 3 posts. My next post will be on the Civs themselves. So, thoughts?
MQ
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