While we all have our tastes on which traits suit us the most in a given situation, I'm honestly not that surprised to see that Protective is quite often the worst trait in the game.
The reasons, quite obvious in fact. Those free City Garrison I and Drill I promotions may give you a slight edge in battle should your AI/human opponent not have siege weapons. But if they do, then those promotions hardly make any difference. Your units are too badly damaged to have those promotions give you any good outcome.
Back when Vanilla was the only game available I would quite often build Walls and Castles to stop the AI from blowing down my defenses quickly. But after watching a dozen experienced Civ IV players master the layout of the land and beat down the AI in sheer numbers, I quickly found that Walls and Castles aren't anything worth noting.
Of course, there are a few exceptions. Having a few Longbowman with a City Garrison I and Drill I promotion isn't as bad as it sounds. Protective could make a difference if your city is situated on a hill along with Longbowmen who hold City Garrison III. You only needed to promote those units twice, because City Garrison I was given to you for free. I guess it doesn't hurt to throw in the Drill I promotion, especially considering that Longbowmen already have a first strike even without Drill promotions. But all in all, this is one of the few times where Protective really helped me out. Because a Longbowman was fortified in a city situated on a hill, who already had the two promotions, it was difficult for enemies to defeat him if they didn't have siege weapons. He held up on his own pretty nicely.
I can't think of anything else where Protective is really anything beneficial. Walls and Castles, they sound good when your on the defensive right? Only that Walls (along with the Chichen Itza wonder) obsolete with Rifling, and Castles obsolete with Economies. If you held lets say, a ten city empire, and built Walls and Castles in every city, then you just wasted yourself a lot of time building something that is going to become obsolete fairly quickly.
Castles do however, give you a tiny amount of Espionage along with an additional trade route. But cmon, is that really worth noting?
Protective is only good for Archery units and Gunpowder units. By the mid-late game, you're often going to either be building lots of other types of units, or go for a peaceful win strategy. That is when Protective really starts to become next to useless. When I was playing such leaders as Mao Zedong and Wang Kon, I often felt that I was really only playing with one trait, instead of the two traits you would normally have otherwise. Even Tokugawa, who is known for having three free promotions for his Gunpowder units, is kind of difficult to manage, only because Protective is such a weak trait.
Protective is also the only trait in the game that gives you double production speed for two city improvements that both obsolete. With the exception of Monasteries, all other city improvements that are given double production speed for the appropriate traits are effective until the end of the game.
I'm not sure how Protective can even be considered with the likes of Financial, Expansive, Organized, or Creative. There's really no comparison.
The reasons, quite obvious in fact. Those free City Garrison I and Drill I promotions may give you a slight edge in battle should your AI/human opponent not have siege weapons. But if they do, then those promotions hardly make any difference. Your units are too badly damaged to have those promotions give you any good outcome.
Back when Vanilla was the only game available I would quite often build Walls and Castles to stop the AI from blowing down my defenses quickly. But after watching a dozen experienced Civ IV players master the layout of the land and beat down the AI in sheer numbers, I quickly found that Walls and Castles aren't anything worth noting.
Of course, there are a few exceptions. Having a few Longbowman with a City Garrison I and Drill I promotion isn't as bad as it sounds. Protective could make a difference if your city is situated on a hill along with Longbowmen who hold City Garrison III. You only needed to promote those units twice, because City Garrison I was given to you for free. I guess it doesn't hurt to throw in the Drill I promotion, especially considering that Longbowmen already have a first strike even without Drill promotions. But all in all, this is one of the few times where Protective really helped me out. Because a Longbowman was fortified in a city situated on a hill, who already had the two promotions, it was difficult for enemies to defeat him if they didn't have siege weapons. He held up on his own pretty nicely.
I can't think of anything else where Protective is really anything beneficial. Walls and Castles, they sound good when your on the defensive right? Only that Walls (along with the Chichen Itza wonder) obsolete with Rifling, and Castles obsolete with Economies. If you held lets say, a ten city empire, and built Walls and Castles in every city, then you just wasted yourself a lot of time building something that is going to become obsolete fairly quickly.
Castles do however, give you a tiny amount of Espionage along with an additional trade route. But cmon, is that really worth noting?
Protective is only good for Archery units and Gunpowder units. By the mid-late game, you're often going to either be building lots of other types of units, or go for a peaceful win strategy. That is when Protective really starts to become next to useless. When I was playing such leaders as Mao Zedong and Wang Kon, I often felt that I was really only playing with one trait, instead of the two traits you would normally have otherwise. Even Tokugawa, who is known for having three free promotions for his Gunpowder units, is kind of difficult to manage, only because Protective is such a weak trait.
Protective is also the only trait in the game that gives you double production speed for two city improvements that both obsolete. With the exception of Monasteries, all other city improvements that are given double production speed for the appropriate traits are effective until the end of the game.
I'm not sure how Protective can even be considered with the likes of Financial, Expansive, Organized, or Creative. There's really no comparison.