I think that might be part of the "problem" I see with Creative. You don't have to do anything different to take advantage of Creative.
That "problem" is also the
benefit of Creative. You don't need to change your play style to take advantage of the trait. Creative kicks in every time you settle or capture a city, period.
Except in specific, often extreme situations, Creative generally doesn't offer any new possibilities or open any additional strategic options.
Creative is perfect for a Domination push, since land area is a key demographic that you need to capitalize on. Creative establishes a free border pop for new or captured cities, then kicks in again when you build cheap culture-producing buildings to give you a second border pop not long after the first.
Domination victory is a perfect example of where Creative continues to produce for you even to the very end stages of a game. I wouldn't consider the Domination scenario "rare" or "extreme." For me, it is the most common victory condition.
Popping a city's borders as soon as is necessary is still going to happen. Building a Library is still going to happen. Creative just makes it a little bit faster and cheaper.
Whether those "saved" turns are enough to make the rest of the game any easier or more winnable I guess is up for discussion based on the different strategies which exist out there.
But in my experience, the few turns gained by the early Creative production savings is great ... but not to the extent I'd be willing to give up the all-game savings from traits like Industrious, Organized and Spiritual.
I agree with these points. Creative simply offers a "faster and cheaper" way to accomplish tasks that you will need to accomplish anyway. Creative does not offer a dramatic, game-changing solution that completely changes the way that you play the game (though its effects can be fairly dramatic in the Domination scenario).
This is actually the
strength of the Creative trait. You
don't have to completely alter your strategy around it. You can play your "normal" game, and Creative will
automatically accelerate your results. The OP described it extremely well: he jumped to a higher difficulty level, and it was the Creative trait that allowed him to do so, specifically because it boosted
his play style enough to make him competitive with the AI.
I wouldn't consider Creative to be "top-tier," if by "top-tier" you mean "exploitable." Creative is not exploitable quite in the same way that Industrious or Spiritual is, because it does eventually cap out (
unless, of course, you are going for a Domination victory, in which case Creative will produce for you till the very end).
I actually consider Creative to be a solid "middle-tier" trait, a little stronger than Aggressive. Both of these traits have simple, obvious uses, which are easy to leverage with a fairly "standard," aggressive military strategy. It is not necessary to get into the deep intricacies of Specialist versus Cottage versus Wonder/Super-Specialist economies to leverage these traits. Just spam cities, built armies, and go conquer. Simple and easy.
Another boon of Creative is that you never have to worry about timing during the early game when you are busy scrambling for strategic resources. Creative civs can easily settle with optimal city placement, while non-Creative civs have important trade-offs to consider when, for example, settling two tiles away from that all-important Copper resource.
Also, more often than not, the Creative civ will come out ahead if you are having cultural border wars. This is due not only to the free +2
![Culture :culture: :culture:](/images/smilies/civ4/culture.gif)
, but also due to the cheap culture-producing buildings that come from being Creative. This is a good thing, and also comes about with very little micromanagement.
Once again, that is precisely my point: In most cases, Creative needs specific examples to justify its usefulness. For most of the other traits (especially the "top tier" traits), no specific scenario has to be contrived to make them useful or applicable -- they just always are!
I actually find the opposite to be true. Creative simply "works" with any strategy, while Industrious doesn't give you the
option to go wonder-spamming, it
demands it.
Ironically, your statement only shows just how weak Creative really is ... that it requires its other bonuses to "make up" for its own, innate shortcomings.
Hmm... this part of the argument is going nowhere. I'm not advocating the "innate" portion of the trait. I'm advocating the entire trait. Yes, if you nerf Creative by taking away its building bonuses, you end up with a weaker trait.
Creative needs its buildings bonuses to be of general value. While nearly every other trait can stand solely on its primary benefit.
And??
Not to mention that even though Creative and Spiritual have been compared a few times, Spiritual's primary "No Anarchy" bonus has not once come into the discussion -- despite Creative going full force with all of its bonuses together.
Another straw man. Just to set the record straight: comparing cheap temples alone versus the entire benefit of Creative is
not even close. Your analysis of who pays more for "theater + library + 3 temples" is, quite frankly, a silly and contrived scenario.
I agree with you that Spiritual is potentially a great trait. This is due mostly to the No Anarchy effect. However, it takes a lot of attention and micromanagement to fully exploit it.
I think if we really wanted to take off the gloves and get into a knock-down, drag-out over the full implications of Spiritual vs Creative in a general sense, Creative wouldn't stand a chance.
Spiritual, like Industrious, can be a powerhouse if you concentrate maniacally on exploiting it, but it can be a real pain in the arse to do so. I don't want to do all the queue-shuffling and build timing that needs to take place in order to switch civics every 5 turns like clockwork just because I can.
And I think if we continued the brawl onto every trait other than Aggressive, Expansive, Imperialistic and Protective, Creative would likely find itself fighting the same losing battle.
If you add "Charismatic" to this list, you'd find Creative right in the middle of the pack, which is where I would place it. However, the thing I
like about Creative is that it doesn't constrain my play very much. It doesn't force me into a particular strategy the way that Financial, Philosophical, or Industrious does.
I
am more likely to pursue a Domination victory with a Creative civ, but I naturally lean towards Domination anyway, so Creative is a natural complement to my play style.
It sounds like you're the one who wants to change the criteria to strengthen your position.
Not really. I recognize that discussing Leaders instead of isolated traits would be a very different discussion. However, it would also be more meaningful.
For example, I fully admit that Imperialistic is a weak trait. However, Catherine, the Caesars, and the Khans are all solid leaders, despite having the "handicap" of Imperialistic.