blitzkrieg1980
Octobrist
I know that FIN has had its undue glorifications as well as the counter-justifications that it is simply a middle-of-the-road trait. Usually, the latter group will say that the harder the difficulty, the less FIN should be celebrated. I am here to make a case for FIN as I have gone up in level (currently regular winner at Emperor), it has become more vital. As a disclaimer, I am NOT trying to say that FIN is "overpowered" nor am I saying it is the absolute best trait in the game (I, personally, think Spiritual is the best in the game tying with PHI). I am making a case for FIN as the third top-tier trait.
Before I jump into the analysis of tile improvements, I want to say that a trait that doesn't require active micromanagement is already nice in my book. The bonus is realized without having to actively pursue it allowing you to focus your strategies on other things.
Now, let's look at the beginning and early game. It's a happy occasion to see gold or gems within a distance that your first or second expansion city can claim. Why is this? It's because of big . And with big commerce comes faster teching and the ability to more easily expand to at least 6 cities. These resources become stronger and stronger as you go up in level since maintenance and unit costs are inflated making early expansion more difficult to fund.
How does this relate to FIN? Sure, it may seem like 1 on 2 tiles is small but it's a 50% increase right off the bat. When you have a lot of riverside land in your start location, this means a cottage immediately provides 50% more than non-FIN leaders. Your first expansion city (even if only a happy cap of 4) will give 3x3=9 (with a food resource being the 4th citizen). That's more than 1 gold mine and these tiles feed themselves meaning you can have this city as a secondary worker pump while working this pseudo gold mine. Or you can work a 4th cottage if you really need commerce and you're up to 12 which is nearly 2 gold mines.
Okay, so FIN is clearly good when you have obvious cottagable territory such as riverside grassland / floodplains. But what about those low-commerce, high food starts?
We've all seen those starts that scream "specialists!!!" and they usually are lacking in riverside and early lux resources so commerce is at a premium. It is in these situations where FIN really shines. Writing is clearly a priority but Pottery is, too, because with lots of food comes lots of whipping (and, therefore granaries are a must). While scientists may provide output, they do nothing for . The higher in level you go, the less your palace's 8 will do for you in the way of funding expansion. This is where the non-riverside grassland cottage comes into play. Oh, I know people tend to say these are not great tiles, but don't be so close minded! If you need to fund your expansion and prevent certain leaders from gaining too much land/blocking you off without destroying your tech rate, you need those tiles! In 10 turns, a seemingly crappy tile becomes half of a riverside town. That means 2 of these tiles will be worth a town's commerce after 10 turns. A single "meh" city with 4 grassland tiles will realize a 50% bonus over non-FIN leaders after about 20 turns which is crucial to expansion in these situations.
So I think I've made the case for FIN with riverside and non-riverside starts. What about coastal with mediocre food and lots of production (also a common start)? This is an easy one. That extra gives 2 coastal tiles the same economic output as a fully developed town. So while your 2 seafood tiles feed the mines that will build troops to expand in a more physical manner (lol), you will be funding those troops and that expansion. In fact, FIN makes non-resource coastal tiles actually worth working in the early game without grimacing. And it's okay to whip them away because you don't need to actively grow them like cottages! In emergency situations, 5 coastal tiles gives 15 or the same output as 2 gold mines + 1.
Early game expansion and teching are some of the most important things for setting up a strong basis for your empire. But what about later game? One of the most effective arguments for FIN being a mid-tier trait is that its bonus peters out as the game progresses. While this may be true, in a cottage-spammed city (let's say 12 cottages at different stages of growth), you're seeing 12 extra from FIN which translates thru buildings to 24 or 20 without academy. In a bureaucracy capital, that's actually 18 more which translates to 58 (with the obvious bureau-capital improvements) or 36 per turn (non-WS). Whether talking about a bureau capital or just a commerce city, that's a lot extra and with 2 or 3 of these types of cities, it's a difference of 60-100 and/or per turn.
I do acquiesce that a specialist-heavy research base will only really benefit from FIN in the early game expansion and only slightly in the mid game for funding. In this case, production and pointy-stick-diplo will likely become your strategy and once you capture those AI cottages, FIN kicks in hard. But this niche situation still benefited from FIN earlier in the game as described above which funded those units that you are using to boot stomp the AI.
The one downside is that commerce/cottage heavy economies are easy to destroy via pillaging or spies. But the AI isn't really effective with wars of attrition (or any wars for that matter). Since FIN can be used in many different start situations, carries through rather well into the mid/late game, and requires very little active management, FIN is a top tier trait in my book.
Now, tell me why I'm wrong so I can learn more about this game and FINALLY move to IMMORTAL!
Before I jump into the analysis of tile improvements, I want to say that a trait that doesn't require active micromanagement is already nice in my book. The bonus is realized without having to actively pursue it allowing you to focus your strategies on other things.
Now, let's look at the beginning and early game. It's a happy occasion to see gold or gems within a distance that your first or second expansion city can claim. Why is this? It's because of big . And with big commerce comes faster teching and the ability to more easily expand to at least 6 cities. These resources become stronger and stronger as you go up in level since maintenance and unit costs are inflated making early expansion more difficult to fund.
How does this relate to FIN? Sure, it may seem like 1 on 2 tiles is small but it's a 50% increase right off the bat. When you have a lot of riverside land in your start location, this means a cottage immediately provides 50% more than non-FIN leaders. Your first expansion city (even if only a happy cap of 4) will give 3x3=9 (with a food resource being the 4th citizen). That's more than 1 gold mine and these tiles feed themselves meaning you can have this city as a secondary worker pump while working this pseudo gold mine. Or you can work a 4th cottage if you really need commerce and you're up to 12 which is nearly 2 gold mines.
Okay, so FIN is clearly good when you have obvious cottagable territory such as riverside grassland / floodplains. But what about those low-commerce, high food starts?
We've all seen those starts that scream "specialists!!!" and they usually are lacking in riverside and early lux resources so commerce is at a premium. It is in these situations where FIN really shines. Writing is clearly a priority but Pottery is, too, because with lots of food comes lots of whipping (and, therefore granaries are a must). While scientists may provide output, they do nothing for . The higher in level you go, the less your palace's 8 will do for you in the way of funding expansion. This is where the non-riverside grassland cottage comes into play. Oh, I know people tend to say these are not great tiles, but don't be so close minded! If you need to fund your expansion and prevent certain leaders from gaining too much land/blocking you off without destroying your tech rate, you need those tiles! In 10 turns, a seemingly crappy tile becomes half of a riverside town. That means 2 of these tiles will be worth a town's commerce after 10 turns. A single "meh" city with 4 grassland tiles will realize a 50% bonus over non-FIN leaders after about 20 turns which is crucial to expansion in these situations.
So I think I've made the case for FIN with riverside and non-riverside starts. What about coastal with mediocre food and lots of production (also a common start)? This is an easy one. That extra gives 2 coastal tiles the same economic output as a fully developed town. So while your 2 seafood tiles feed the mines that will build troops to expand in a more physical manner (lol), you will be funding those troops and that expansion. In fact, FIN makes non-resource coastal tiles actually worth working in the early game without grimacing. And it's okay to whip them away because you don't need to actively grow them like cottages! In emergency situations, 5 coastal tiles gives 15 or the same output as 2 gold mines + 1.
Early game expansion and teching are some of the most important things for setting up a strong basis for your empire. But what about later game? One of the most effective arguments for FIN being a mid-tier trait is that its bonus peters out as the game progresses. While this may be true, in a cottage-spammed city (let's say 12 cottages at different stages of growth), you're seeing 12 extra from FIN which translates thru buildings to 24 or 20 without academy. In a bureaucracy capital, that's actually 18 more which translates to 58 (with the obvious bureau-capital improvements) or 36 per turn (non-WS). Whether talking about a bureau capital or just a commerce city, that's a lot extra and with 2 or 3 of these types of cities, it's a difference of 60-100 and/or per turn.
I do acquiesce that a specialist-heavy research base will only really benefit from FIN in the early game expansion and only slightly in the mid game for funding. In this case, production and pointy-stick-diplo will likely become your strategy and once you capture those AI cottages, FIN kicks in hard. But this niche situation still benefited from FIN earlier in the game as described above which funded those units that you are using to boot stomp the AI.
The one downside is that commerce/cottage heavy economies are easy to destroy via pillaging or spies. But the AI isn't really effective with wars of attrition (or any wars for that matter). Since FIN can be used in many different start situations, carries through rather well into the mid/late game, and requires very little active management, FIN is a top tier trait in my book.
Now, tell me why I'm wrong so I can learn more about this game and FINALLY move to IMMORTAL!