There is no trait in Civ3 more maligned than the Commercial trait. Romans, Greeks, and Carthage are somewhat saved by their UU, but the rest of the Commercial civs are at the bottom of the popularity list. Just ask the English, Koreans, Spanish, Indians, and French how much love they get.
But before you start screaming about how your beloved Romans got the short end of the stick, stop and consider this fact: Tight city spacing in the ancient age is extremely powerful, and often a requirement if you want to keep pace with the AI on higher difficulty levels. Much to the dismay of the minimum-overlap builder dinosaurs left over from Civ2, tight city spacing works like a charm. You get to use more land without the wait for Hospitals, and without the need for cultural improvements to get border expansions. Your units can move quicker from one city to another. Your distance corruption is lower.
There is only one problem with tight city spacing: Corruption due to number of cities. With a bunch of cities around your capital, it can be frustrating to see a city in the second ring around your capital be 50% corrupt, even if it is just 5-6 tiles away from your palace.
Commercial break: Did you know that the commercial trait is just like having a free courthouse in all your cities, as far as corruption due to number of cities is concerned? Let me rephrase that: The Commercial trait takes care of the greatest drawback of the most powerful tool in Civ3. It reduces OCN corruption for the tight build pattern.
As with most traits, the Commercial trait works in synergy with some traits, while it clashes with others. Specifically, the Commercial trait is ideal when you don’t have cheap buildings for border expansions: Militaristic, Industrious, and Expansionist. Here are some examples of what the Commercial trait can do for some civilizations:
Rome:
Rarely do you find a civilization with traits and unique unit that complement each other as much. Use a tight city spacing and build nothing but settlers, cheap barracks, workers, and Warriors. Because of the Commercial trait, even your outer ring of cities will be productive. As soon as you have enough Warriors and enough cash to upgrade them, Legion-rush a neighbor. Use the leader from the war (you got one, right?) to build the FP away from your core of cities. Now you have a densely-populated military production machine in your old land, and a new land with AI spacing, ready for larger, wonder-producing and cultural cities.
France and Carthage:
What a flexible combination of traits! You can follow Rome’s warmongering route, with your fast workers offsetting the more expensive barracks, but you don’t need to commit suicide if you don’t have iron. Horses will do just fine, and you don’t even have to suffer an ancient-age Golden Age if you attack. But what if there is no enemy nearby? No problem. Just continue building. Find a good site for a new core, build a city there and let it grow. Your tight city spacing means that your capital is not large or developed, and you can afford a palace jump to your new core, after you have built your FP near your old palace.
England:
England is certainly not the best overall civilization in the game, but consider what you can do on large maps. It is a well known fact that the expansionist trait shines on these maps. But you also have room to build cities. Lots of cities! Lots of cities with low corruption, since distance corruption is low on large maps anyway! Make sure to build early granaries (look, how convenient: you start with Pottery). Your cities don’t need to be tightly packed on large maps, although it’s a good idea in the rare case where you expect to fight for room soon. England is tailored for large maps: A monster if left alone to build, with plenty of early punch when using a tight build. OK, the UU still stinks.
Greece and Korea:
Yes, scientific works against tight city spacing because you don’t need border expansions as much. But you will need some border expansions, especially in your coastal cities, or if you have room to expand. And what better way to get border expansions than from half-price libraries, when you start just two techs away from Literature? (By the way, the Alphabet is not just good because it’s on the path to Literature; it’s also is the most expensive starting tech, so it has good trade value).
So does the commercial trait deserve all the cursing and swearing it’s getting? Definitely not. Is it the best trait? Probably not. But if you know how to use it, you’ll get your money’s worth.
But before you start screaming about how your beloved Romans got the short end of the stick, stop and consider this fact: Tight city spacing in the ancient age is extremely powerful, and often a requirement if you want to keep pace with the AI on higher difficulty levels. Much to the dismay of the minimum-overlap builder dinosaurs left over from Civ2, tight city spacing works like a charm. You get to use more land without the wait for Hospitals, and without the need for cultural improvements to get border expansions. Your units can move quicker from one city to another. Your distance corruption is lower.
There is only one problem with tight city spacing: Corruption due to number of cities. With a bunch of cities around your capital, it can be frustrating to see a city in the second ring around your capital be 50% corrupt, even if it is just 5-6 tiles away from your palace.
Commercial break: Did you know that the commercial trait is just like having a free courthouse in all your cities, as far as corruption due to number of cities is concerned? Let me rephrase that: The Commercial trait takes care of the greatest drawback of the most powerful tool in Civ3. It reduces OCN corruption for the tight build pattern.
As with most traits, the Commercial trait works in synergy with some traits, while it clashes with others. Specifically, the Commercial trait is ideal when you don’t have cheap buildings for border expansions: Militaristic, Industrious, and Expansionist. Here are some examples of what the Commercial trait can do for some civilizations:
Rome:
Rarely do you find a civilization with traits and unique unit that complement each other as much. Use a tight city spacing and build nothing but settlers, cheap barracks, workers, and Warriors. Because of the Commercial trait, even your outer ring of cities will be productive. As soon as you have enough Warriors and enough cash to upgrade them, Legion-rush a neighbor. Use the leader from the war (you got one, right?) to build the FP away from your core of cities. Now you have a densely-populated military production machine in your old land, and a new land with AI spacing, ready for larger, wonder-producing and cultural cities.
France and Carthage:
What a flexible combination of traits! You can follow Rome’s warmongering route, with your fast workers offsetting the more expensive barracks, but you don’t need to commit suicide if you don’t have iron. Horses will do just fine, and you don’t even have to suffer an ancient-age Golden Age if you attack. But what if there is no enemy nearby? No problem. Just continue building. Find a good site for a new core, build a city there and let it grow. Your tight city spacing means that your capital is not large or developed, and you can afford a palace jump to your new core, after you have built your FP near your old palace.
England:
England is certainly not the best overall civilization in the game, but consider what you can do on large maps. It is a well known fact that the expansionist trait shines on these maps. But you also have room to build cities. Lots of cities! Lots of cities with low corruption, since distance corruption is low on large maps anyway! Make sure to build early granaries (look, how convenient: you start with Pottery). Your cities don’t need to be tightly packed on large maps, although it’s a good idea in the rare case where you expect to fight for room soon. England is tailored for large maps: A monster if left alone to build, with plenty of early punch when using a tight build. OK, the UU still stinks.
Greece and Korea:
Yes, scientific works against tight city spacing because you don’t need border expansions as much. But you will need some border expansions, especially in your coastal cities, or if you have room to expand. And what better way to get border expansions than from half-price libraries, when you start just two techs away from Literature? (By the way, the Alphabet is not just good because it’s on the path to Literature; it’s also is the most expensive starting tech, so it has good trade value).
So does the commercial trait deserve all the cursing and swearing it’s getting? Definitely not. Is it the best trait? Probably not. But if you know how to use it, you’ll get your money’s worth.
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