weakest triats

what is the weakest warlord trait(inc vanilla)

  • charismatic

    Votes: 11 2.6%
  • protective

    Votes: 123 29.3%
  • imperialistic

    Votes: 81 19.3%
  • agresive

    Votes: 11 2.6%
  • Creative

    Votes: 42 10.0%
  • Expansive

    Votes: 64 15.2%
  • Industrious

    Votes: 13 3.1%
  • Financial

    Votes: 12 2.9%
  • Organized

    Votes: 20 4.8%
  • Philosophical

    Votes: 13 3.1%
  • Spiritual

    Votes: 30 7.1%

  • Total voters
    420

kristopherb

Protective/Charismatic
Joined
May 23, 2006
Messages
2,214
Location
British Empire Soul:Tesco
this tread has long been over due
so what is the weakest warlod triat
 
I would say protective for the player.

But for the AI protective is a godsend.

The weakest vanilla trait is probably expansive. You dont need that trait even on high difficulty levels.
 
Xanikk999 said:
I would say protective for the player.

But for the AI protective is a godsend.

The weakest vanilla trait is probably expansive. You dont need that trait even on high difficulty levels.
wtf that was to fast ive have not even finished the poll and your there
 
It's sort of hard to tell which is the weakest link.
We all know these specific traits have Pros & Cons.

I think Expansive and Protective were quite pointless on smaller maps and lower difficulty levels. I bet most people won't play as Mao Zedong in warlords, no offense.
 
i voted for imperialistic...quicker settlers are nice in the very beginning, but completely useless later in the game, even more so than creative. besides, i'ld rather take other more developed cities from my neigbors than build too many cities too early and pay out the butt for the upkeep.

And as far as great generals go...well i find them to be pretty lack-luster...their bennefits are ok...but not really game breaking..i'ld rather get any other great person before a great general, and i find that i don't need more than one or two in a whole game, so quicker general emergence is not needed.
 
What? Try placing 3 GGs in a single city, with barracks, Heroic Epic, and West Point. GG's can really rock, especially with the permanent "all future units get more XP" bonus.

If I can do without any single great person, it would probably be artists. Don't get me wrong, the culture-bomb is awesome, but I tend to conquer cities that are culturally oppressing me, so their major use for peaceably expanding your borders against another civilization (perhaps to take a resource) is lost on me.

Remember, Protective also boosts your gunpowder units. Gunpowder units with first strikes give you an advantage, and having all your gunpowder units being able to defend better in cities is great on the offense. Funny I said that, right? Not really--after you take a city from your enemy, you need to leave troops in the field to cover your artillery, and you also need to defend that new city against counterattacks. Having a free +20% can do much for you there.

Expansive might be a little weak still, but 3 health per city is nothing to laugh at. I still have a little prejudice against it, I know, but I think it's better than before. Creative...eh...still seems weak. I was thinking about a reduced resistance from captured cities bonus, or something along those lines, but I don't know if it'll work or not.
 
Every trait has its uses, but I guess if there was a weakest link it'll be Imperialistic. I got 6 warlords in a game as Julius Caesar which was nice, but 3 or 4 would have sufficed. Early settler build times can be a burden, but I usually either whip or chop forests to speed them up.
 
It would be great if Imperialistic also boosted the food conversion to settlers--right now, only hammers are boosted, so it's useless for a guy like me who tends to use food resource towns to produce settlers.

Another idea to improve the Imperialistic trait is to boost the rate at which workers are produced (like settlers).
 
I voted for Imperialistic. The GG boost is nice, but it's not that brilliant, and when you consider that the settler production is only useful early game, so as a very limited lifespan, the trait becomes quite poor.
 
azzaman333 said:
Creative. Good for a quick border expansion, then useless.

My thoughts exactly.
 
Speeling, aparrently
 
I love the expansive trait. It doesn't just give +3 health as many people seem to think. It also gives half priced graneries, greatly speeding up your population growth. Plus, half priced harbors=more trade route income. And also with expansive you can usualy skip aquaducts for a while. I voted for philosophical. I know a lot of people really like it, but it has never really done much for me personaly. I assign city specialists in all my games, of course, but getting more great people...I'd rather have other traits before philosophical.
 
braindrain said:
i don't know maderix...protective gives their already powerful uu a nice boost

Only if we played on higher difficulty levels against aggressive AIs and raging Barbarians.
That is of couse if we don't have any strategic resources, we'll certainly take advantage of this trait.
 
I just dont use spiritual...The njo anarchy seems good but, I better try others..
 
Prtootective saved me often when going 3cc cultural ^^
they all are pretty situational dependend.
 
Calder said:
Every trait has its uses, but I guess if there was a weakest link it'll be Imperialistic. I got 6 warlords in a game as Julius Caesar which was nice, but 3 or 4 would have sufficed. Early settler build times can be a burden, but I usually either whip or chop forests to speed them up.

The number of GG you get isn't as important as WHEN you get them. The imperialistic leader gets each GG earlier than a non-imperial leader would get it.

I voted creative. It's not worthless, but there are lots of other ways to get that first border expansion, and that's really all creative is good for.
 
Expansive is surely the worst.+3 to health is just weak, creative at least is good to grab land and when you conquer a city, or you don't want that some of your cities flips to enemy.
 
I'm not even that definite...Expansive's +3 health is a lot better than it was before. Some keen eyes also mentioned the bonus to producing granaries and harbors...

If I had to pick a least useful trait, I would say Creative--sure, the early land grab is great, but what about the other abilities? Quick production on theatres? They are already quick! Colosseums...maybe, but those are my last ditch happiness resorts, right there.

And, if you happen to get writing quickly, you can expand your borders by whipping libraries and monuments. Or you could get Stonehenge.

And anyone who voted Spiritual...seriously, you guys are missing out. Try having all your cities with your state religion building buildings with Organized Religion, then immediately switch to Vassalage-Theocracy and produce troops everywhere. Then, once they are all completed, switch back to, say, Bureaucracy and Organized Religion. Try switching your government--load up on specialists, then switch to Representation to max out the bonus. Then, switch back to field workers, and go for a different government.

It's a lot of micromanagement, but you have so many more options as a Spiritual leader than you do as a normal one...it's a strong trait when used right.
 
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