diablodelmar
no comment
- Joined
- Jan 11, 2006
- Messages
- 945
It so appears that way to me! I mean look at charismatic! Someone make me feel better and explain that they are all even....
really bad traits : Protective and Imperialistic.
The worst leader is IMO Saladin since Spiritual and Protective just don't mesh together well, there's no way for one trait to leverage the other and it's hard to play entirely to the strength of either trait - both are what I think of as supporting traits (With spiritual being a top-tier supporting trait, but it's still hard to play entirely to the strengths of spiritual until much later in the game - compare with Hatty (cre/spi) who gets cre for the expansion phase and then spi for later game fun).
Protective and Imperialistic on the other hand are very weak traits at the high levels, and are still well down the bottom of the list at the lowest levels. Protective only aids you to defend, which is not a game winning strategy. Not bad for an AI which merely has to survive, but no good to a human. Imperialistic's faster great generals, while nice, are not that much of a boost, and the fast settlers are barely noticeable at the high levels, since you'll only found a few cities even with that boost.
I find protective to be one of the better traits. People that say "it only allows you to defend" really don't have any kind of imagination. When I play protective, as soon as I've got gunpowder troops as long as I'm not fighting another protective civ, it basically feels like every gunpowder unit is a UU. Its not that useful before gunpowder, so probably won't benefit the billions of players who seem to insist on playing a difficulty level way below their standard of play. You know... the people that never get to see the end game because they're already pretty much won by the middle ages. For the harder levels though, when you're playing catchup for the first 3 eras, its invaluable. You suddenly get very powerful when you get gunpowder units.
Sure, it "only allows you to defend" but this is incredibly important for attacking. You can field bigger armies because you know your defenders are going to hold their own, so you don't need so many units sitting in cities.
Whilst you're trudging through enemy culture towards one of their cities, chances are your stack is going to get attacked. The protective civ gets a boost with drill units, as they are more likely to defend any attacks against your stack, and don't recieve as much collateral damage from stack-killing siege weapons. You don't need to worry so much about taking defenders to hold up in recently captured cities, because you can use some of your main units. Once you've captured a city, you don't need to worry so much about counterattacks because all your units will be decent defenders.
Monty has a bad UU
I actually really like his UU. Cheaper then regular swordsmen, starts with two promotions but easy to get four promotions (combat II and III, or add in a city raider) with barracks and theocracy, 10% against cities, doesnt need copper OR iron, cheap cost works with UB's rushing strategy.
He has one less strength then swordsmen, but its balanced (imo) by its cheaper costs and the fact I can build them in any city (what i mean by that is new cities that arent connected by roads) and i dont need a resource to build them.