agricultural trait sucked?

newbiegamer

Chieftain
Joined
Dec 22, 2003
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2
1.agricultural city improvements are easier to build:
Granary is not regarded as agricultural city imporvements ,only aqueduct takes half turns to build.
2.center city square bonus:
Under despotism,Only cities along rivers or fresh water lakes get 3 food in center city square.cities in other locations get 2 food as usual.
3.desert irrigation bonus:
It's not so feasibe unless you choose arid climate!
 
Obviously, the someone else has failed to realize the strength of the single most powerful trait in the game. It may not seem like it, but the food bonus, especially for the cities on Rivers and lakes in Despotism, is HUGE. It allows much faster growth and expansion, making Agricultural civs almost exclusively more powerful than non-Agricultural civs by the end of the land-grab phase of the game.
 
Is this confirmed that agri traits only get extra food on a river/fresh water square. I hadn't noticed this. IMHO food is the most important resource in the beginning of the game. So this makes a big difference.
 
The agriculture trait is one of the best if not the best trait now.
 
Food is arguably the most important element in Civ3, especially early in the game. Even with the "drawbacks" you mention, newbiegamer, agricultural is still one of the stronger traits in the game.
 
I thought the agri trait was pretty weak, too. Then I played it.

Agri is to C3C what industrious was to VC3. At least, to me. A must have trait.
 
Originally posted by newbiegamer
1.agricultural city improvements are easier to build:
Granary is not regarded as agricultural city imporvements ,only aqueduct takes half turns to build.
2.center city square bonus:
Under despotism,Only cities along rivers or fresh water lakes get 3 food in center city square.cities in other locations get 2 food as usual.
3.desert irrigation bonus:
It's not so feasibe unless you choose arid climate!

It's the best trait in game. Civ grows so much faster when you are agricultural that it's huge advantage.
 
Yes, the extra food bonus is omly applicable to cities next to river unless you go out of despotism.

I've not notice the granary one though, then again, that would make a already powerful trait even more so, imagine a extra food and + an easily bulit granary, settlers every 2 turns without bonus squares .:D
 
newbiegamer is right, Agricultural does not give so much boost.

But it is still very very effective - that shows that Food is the single most important ressource in the game, especially in the beginning.

faster more people translates into more production, more settlers, more cities.

This works, even if the trait looks rather lousy on paper. Still like the cheap temples of Religious... did not play any serious game besides Conquests so far - waiting till they fix the whole game finally! Even if 1.15 beta is rather good....
 
Originally posted by Longasc
newbiegamer is right, Agricultural does not give so much boost.
No? Cities that have access to fresh water typically gets a whopping 50% increase in growth rate. If that's not an extreme boost I don't know what qualifies. Your first city can produce your first settler after 14 turns instead of 20 turns (assuming surrounding grassland and a river). That's pretty important.
 
Although map dependent I've had cities built in desert(no rivers/floodplans) that can pump out a tank in 2-3 rounds. Such cities can often get up to around size 18-20. Without the agricultural trait its just wasted terrain.
 
TheNiceOne: Read the whole posting and do not change the meaning by quoting only one line without the rest... there is no point in picking one statement out of context.
 
Agricultural not a good trait? :confused:
I definately don't agree with that. IMHO garicultural is the only trait that rivals industrious for the title: "best trait in the game", with scientific as a distant third....
 
Originally posted by newbiegamer
1.agricultural city improvements are easier to build:
Granary is not regarded as agricultural city imporvements ,only aqueduct takes half turns to build.

If the granary was half priced, agricultural would be very very overpower, as it could expand even faster. They do get a discount on solar plants, hospitals, and i think mass transit and recycling center.
 
Ag does not get a discount on granarys but they do get a discount on harbors.... I think.

A +1 food bonsus for the center city tile and irigating deserts makes this trait very effective in setting down additional cities and then growing them to size 12 faster.
 
M, I think seafaring gets the cheap harbors, kb2.
 
hehe, if only you saw the arguments during the beta about this. Agricultural is nice as it is. Any city next to a river or lake under despotism gets +1 food in the city square (+1 food in all city squares outside of despotism). That's +3 extra food already. (growth in 7 vs. growth in 10. Size 3 in 14 vs. size 3 in 20). Put a cattle in, and irragate it, and you have an early settler factory. Have 2 cattle, mine them, and you have a powerful settler factory. Agr is a good combo for almost any trait.

Agr/Ind - Expand as fast as you lay roads down.
Agr/Com - Expand along rivers, and you'll have a solid economy. (The Iroquois enjoy this trait combo now).

Now, Agr *would* be bad if you started without any rivers or lakes. Agr/Exp would then be the worst. :)
 
Given fresh water start, agriculture is the best trait. No doubt about that.

It is strange though that the best trait (if you agree with this) is given to all the civ which are backward in the real world. This is contradicting to the fact that agriculture civ fare the best in C3C.
 
Originally posted by Qitai
Given fresh water start, agriculture is the best trait. No doubt about that.

It is strange though that the best trait (if you agree with this) is given to all the civ which are backward in the real world. This is contradicting to the fact that agriculture civ fare the best in C3C.

the problem with the trait distribution is that many civs can easily qualify for 3+ traits while others can not. To make a fair and balanced game they only give each two traits. So there distribution doesn't represent how powerful or advanced a culture was compared to other less powerful and influencial civilizations.

yes the incas were Exp. and Agr. but the English can be considered to be Ind. Com. Sea. and Exp. while the Romans can be considered to be Ind. Com. Exp. Mil.

also in the real modern world Agr. is not nearly as important as Ind. or Sci. but in the begining of civilization it was the single most important thing to any early society

the game doesn't reflect the birth of new civs in different eras, since in the game you start in the Ancient age and this is the single most important era in the game the Agr trait will always reign supreme.

But if you play a conquest or scenario that starts in the other eras with cities already built then the Agr trait would be almost useless
 
seriously if you combine the power of workers + settlers you can manage to get 3-4 more cities than a Emperor lvl cpu
 
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