Best Traits?

TheEvader

Chieftain
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Nov 12, 2003
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What are the best civ traits? I pretty much always go with a civ that is industrious, or else I won't play them; since I like to focus on production and tile improvements.
Commercial is good for extra gold.
I have been playing as the Ottomans and scientific seems ok, a free advance is nice, and cheaper improvements is good too.
How good is militarisitic?
Also, if you are religious, when you switch govs anarchy is only 1 turn? If so can you have like a democracy in peacetime and then when someone goes to war with you switch to fascism or communism in 1 turn?
 
I like Religious/Industrial, but Egypt's Chariot is a whimpy UU that comes too early. I was hoping for an new civ with that combo. I almost always play Industrial/something. Can traits be modded?
 
If you mean can you change which traits each civ has then, yes you can mod them.

If you mean can you change the benefits bestowed by each trait then the answer is no, they are fixed and can't be modded.
 
yeah, i like industrious too. but i haven't gotten conquests so maybe i'll be using some different civs. i think lowering industrious's efficacy is better though. i like religious too, and commercial is sometimes good (especially later in the game i think).
 
I Yeah religious is sweet, faster temples, helps keep ppl happier sooner and more culture, plus as you said it, one turn you are Peacefull in Democracy then next you are a Waring in Communism.

I think Agricultural will be cool, especially with Industrous, citties grow faster, makes more workers, workers will improve land faster, more settlers, cities connect faster etc.

I find Seafaring and Militaristic kinda wild cards, but generally I find Indust, Agricultural and Religious the best and Commercial, Expansionist and Scientific second tier.
 
I like Industrious and Scientific although Agricultural looks very appealing as well. I never use Militaristic or Expansionist.
 
Agricultaral.If you can manage to start near a rviver, you get tons of extra food (+1 in city tile, no desp.-restriction near river) which makes expanison a lot faster.Not to mention extra-food in desert, which makes deserts valuable places for cities and cheaper aqueducts.The agricultaral civs seem to be very strong, in my first epic game the Netherlands are leading.It's too early to finally decide, but it is possible that agricaltural is too strong - time will tell us.
 
With the weakening of Ind/Rel, and the addition of Scientific Leaders (and changes to MGL's), I think Scientific must now rank as a 'first tier' attribute (better chance of SGL), at least for higher difficulties.

I wonder if the free 'ageing' tech can give an SGL?
 
Is religious really weaker? I have heard that the anarchy length is increased. But with more governments, I think that was just a necessary adjustment.
 
Originally posted by Oystein
Is religious really weaker? I have heard that the anarchy length is increased. But with more governments, I think that was just a necessary adjustment.

Well, probably not weaker in the context of the overall game, similarly to Expansionist, which is stronger in the game context, but is unaltered ex situ .
 
On lower difficulties (regent and lower, but possibly monarch too), I'll be sure to choose Scientific. On those levels you'll be tech leader for much of the game, which means more GLs for me :D

On higher difficulties, agricultural + a nice start will be vital for my survival :p
 
My favorite combo by far is Mil./Rel. It is perfect for my style of play. But since they changed the Celts and due to my desire to play the Dutch, I decided to take a break from it. Agricultural is pretty powerful and I'm easily leading the game on Emperor, Huge map, 16 Civs.
 
I think the trait that took the biggest hit in Conquests is Militaristic. It loses:

1) MGL Great Wonder rushing. No more of this.
2) 1/2 cost harbors

Industrious took a hit too, both because of the lessening of the worker bonus from 100% to 50%, but also because apparently slaves now work at 1/2 speed of non-industrious workers, regardless of whether or not your civ is industrious. In Civ3/PTW, industrious civs got double speed slaves too. No more. This trait drops from #1 to 2nd tier for me.

Religious is pretty much the same, but drops due to increases to other traits.

Sci gets a boost because of the SGLs.

Com gets a boost for the same reason. More gold = more research power, plus it provides the best starting tech in the game (alphabet, which allows a straight shot at Philo for the extra tech, and republic).

The new traits:

Agricultural is powerful as all hell if you have some river/lakes available early. It's still strong if you don't, because it still provides a big boost on deserts (irrigation = 2f) and makes aqueducts a cheap 50 shields. I haven't played enough to decide, but I think this might be the new #1.

Seafaring I haven't played yet.

-Arrian

p.s. I'm having an absolute blast with the Iroquois (Ag/Com). Though I didn't really *need* them, it was nice when I got 3 SGLs within the span of about 5 techs in the middle ages (the first 2 were on back-to-back techs). Talk about streaky. I haven't gotten one before or since that burst.
 
Arrian, looking in the editor, it seems that Militaristic still gets half-price harbors. Phew!
 
Oh, really? My bad. I assumed Seafaring got that ability, or rather that only Seafaring got it. I assume, then, that it is shared by both traits?

-Arrian
 
I think scientific is number one. The free advances are worth tons of cash. Its easy to be one of the tech forerunners by the first part of the second age. The added 5% for science great leaders is almost too much to pass up.

I actually think the ultimate civ is Germany. They can do two things very well; war and research. War is inevitable at some point, and research can make you very rich, and libraries and universities are good for culture.
 
I think scientific is number one. The free advances are worth tons of cash. Its easy to be one of the tech forerunners by the first part of the second age. The added 5% for science great leaders is almost too much to pass up.

Depends on which level you're playing on.

Plus, there are other things that play indirect roles in your research power: growth and commerce output (which has a lot to do with growth). Those 1/2 cost harbors (30 shields) alexman and I were discussing can be a big deal if you have a lot of coastline. Your coastal cities can get up and running faster, bringing in a lot of commerce early.

That being said, scientific has risen from 5th or 6th out of 6 in my ranking to being in the middle.

-Arrian
 
I understand that. And on that level, for a good player, your comments re: sci ring true. Even more so on the level I've been playing (Monarch, which has gone from feeling "just right" in PTW to feeling a little bit like a sandbox. But I like it right now, as I'm testing out the new stuff). But not so on Demigod/Deity/Sid, I'd imagine. That's all I was saying. Most of this stuff varies based on difficulty and map settings.

-Arrian
 
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