I've been playing thru a few short games with different civs trying to find the strengths and weaknesses of them for a huge milking game. This no doubt can change dramatically for different difficulty so I'm just going to talk about chieftain mostly and some diety. The others inbetween will only vary by scale from those two opposite points.
For chieftain the biggest hurdle I've been having is just the really slow tech pace, which in turn makes the development pace really slow.
* Expansionist lets you burn thru the ancient age with the free hut advances, you have the potential of doing better than the minimum 4 turns but with the large map that varies. However, its pretty hard to get that sort of tech advancement anyway in the ancient ages, and since you'll get very little help from the other civs you seriously have to consider how you are going to do your reseach. This allows you to plan ahead and just concentrate on development to support research in later ages. With this you can ignore any sort of city improvement, and only build settlers and workers (and a few barracks and units). I rank this as the best chieftain trait, hands down, but for diety its about the worst trait. Since science is the last thing you will spend time on in diety, for every age.
* Industrious the extra shields for cities and greater is pretty worthless since the bulk of your cities will be completely corrupt and in the late game where it would have a greater effect you should already be dominating. The double worker efficiency is what you would want this for, early growth is spurred greatly, even those first warriors and settler can be out a good 5-10 turns faster than with any other trait. (Short of getting an early settler, which is also a high probability for expansionist.)
* Commercial the extra commerce and lower corruption may be a large benefit since you'll have many cities and hopefully many of them are large. But this does very little to help early growth which is so important. So while this certainly quickens the pace later on does not help much when it matters.
* Scientific, the cheaper library can be a great boon for research as well as early city culture expansion removing the need to ever build a temple. However, the free age tech can be milked from other scientific civs so shouldn't be a reason to go with a scientific civ. And with a huge map, you're bound to get 3 or 4 scientific AI civs. I rank this low for chieftain games, it fares slightly better for a diety game where that free tech can help you gain back the tech curve from the AI who most likely will outpace you.
* Militaristic lets you build barracks easily in the beginning which can be a big help for taking a couple early cities as well as clearing the area for the large early growth. However, the chieftain AI is pitiful and the severly increased production cost makes the opponents a joke so you do not need many or any sort of speed in building. Because of the AI penalties you also do not need leaders since there is no threat of the AI ever building any wonders except by sheer luck or bad play on your part. This has limited usefulness in chieftain. In diety however, I consider this a must have, you will need that early speed to simply compete with the AI, and leaders are the only way you're ever likely to get a wonder built.
* Religious seems quite worthless in any difficulty. What few city expansions you need shouldn't be difficult to rush or get in some other method (like building a library). While the govn't change is handy, is certainly not something to aim for unless you do change govn't often.
My ranking for Chieftain
1. Expansionist
2. Industrious
3. Commercial
4. Scientific
5. Militaristic
6. Religious
Diety
1. Militaristic
2. Industrious
3. Scientific
4. Commercial
5. Expansionist
6. Religious
One big factor not mentioned here is the actual Civ, the UU plays an important role both in the golden age occurance as well as the advantage the UU gives. For a chieftain game an ancient age UU is a waste of a golden age, since you don't need any advantage to combat the AI. However, a diety game could make or break depending how the ancient age is handled.
From the list above America may sound like the best civ for the job. But since their UU is silly and will not enter the picture you'll have to generate your golden age with wonders which is a bit less dependable. I believe any civ with one of the top 3 traits played with a good strategy can make up for what it lacks. It will cost more to have two times the workers than an industrious civ, but should balance out in the end.
I think for milking the best golden age will be when your bulk of cities (first 50 or so) are building the first improvements. For me this is the early to mid middle ages, getting those initial aquaducts and marketplaces when I lack the money to rush on a wide scale. In most of them I will literally never build anything else so that extra shield bonus will never factor in unless its used at this point.
One final factor, the inadvertant golden age from wonder production. For me I generally only care about the pyramids, sun tzu and the science wonders. So this is another downside of scientific and militaristic since I could inadvertantly start my GA too early before I am prepared. (What's the pyramids class?)
Any other thoughts, ommisions or just plain wrong statements? I hope this spurs some discussion about other play styles I lack.
As a side note I noticed that China is incorrectly labeled as Industrious and Scientific in the original manual, which wasn't present at all in the original game but is present with the Ottomans in PTW. This is one of the more powerful combinations IMO outside huge milking. Old, old manual, on the back MOO3 due out first quarter 2002, heh heh heh.
For chieftain the biggest hurdle I've been having is just the really slow tech pace, which in turn makes the development pace really slow.
* Expansionist lets you burn thru the ancient age with the free hut advances, you have the potential of doing better than the minimum 4 turns but with the large map that varies. However, its pretty hard to get that sort of tech advancement anyway in the ancient ages, and since you'll get very little help from the other civs you seriously have to consider how you are going to do your reseach. This allows you to plan ahead and just concentrate on development to support research in later ages. With this you can ignore any sort of city improvement, and only build settlers and workers (and a few barracks and units). I rank this as the best chieftain trait, hands down, but for diety its about the worst trait. Since science is the last thing you will spend time on in diety, for every age.
* Industrious the extra shields for cities and greater is pretty worthless since the bulk of your cities will be completely corrupt and in the late game where it would have a greater effect you should already be dominating. The double worker efficiency is what you would want this for, early growth is spurred greatly, even those first warriors and settler can be out a good 5-10 turns faster than with any other trait. (Short of getting an early settler, which is also a high probability for expansionist.)
* Commercial the extra commerce and lower corruption may be a large benefit since you'll have many cities and hopefully many of them are large. But this does very little to help early growth which is so important. So while this certainly quickens the pace later on does not help much when it matters.
* Scientific, the cheaper library can be a great boon for research as well as early city culture expansion removing the need to ever build a temple. However, the free age tech can be milked from other scientific civs so shouldn't be a reason to go with a scientific civ. And with a huge map, you're bound to get 3 or 4 scientific AI civs. I rank this low for chieftain games, it fares slightly better for a diety game where that free tech can help you gain back the tech curve from the AI who most likely will outpace you.
* Militaristic lets you build barracks easily in the beginning which can be a big help for taking a couple early cities as well as clearing the area for the large early growth. However, the chieftain AI is pitiful and the severly increased production cost makes the opponents a joke so you do not need many or any sort of speed in building. Because of the AI penalties you also do not need leaders since there is no threat of the AI ever building any wonders except by sheer luck or bad play on your part. This has limited usefulness in chieftain. In diety however, I consider this a must have, you will need that early speed to simply compete with the AI, and leaders are the only way you're ever likely to get a wonder built.
* Religious seems quite worthless in any difficulty. What few city expansions you need shouldn't be difficult to rush or get in some other method (like building a library). While the govn't change is handy, is certainly not something to aim for unless you do change govn't often.
My ranking for Chieftain
1. Expansionist
2. Industrious
3. Commercial
4. Scientific
5. Militaristic
6. Religious
Diety
1. Militaristic
2. Industrious
3. Scientific
4. Commercial
5. Expansionist
6. Religious
One big factor not mentioned here is the actual Civ, the UU plays an important role both in the golden age occurance as well as the advantage the UU gives. For a chieftain game an ancient age UU is a waste of a golden age, since you don't need any advantage to combat the AI. However, a diety game could make or break depending how the ancient age is handled.
From the list above America may sound like the best civ for the job. But since their UU is silly and will not enter the picture you'll have to generate your golden age with wonders which is a bit less dependable. I believe any civ with one of the top 3 traits played with a good strategy can make up for what it lacks. It will cost more to have two times the workers than an industrious civ, but should balance out in the end.
I think for milking the best golden age will be when your bulk of cities (first 50 or so) are building the first improvements. For me this is the early to mid middle ages, getting those initial aquaducts and marketplaces when I lack the money to rush on a wide scale. In most of them I will literally never build anything else so that extra shield bonus will never factor in unless its used at this point.
One final factor, the inadvertant golden age from wonder production. For me I generally only care about the pyramids, sun tzu and the science wonders. So this is another downside of scientific and militaristic since I could inadvertantly start my GA too early before I am prepared. (What's the pyramids class?)
Any other thoughts, ommisions or just plain wrong statements? I hope this spurs some discussion about other play styles I lack.
As a side note I noticed that China is incorrectly labeled as Industrious and Scientific in the original manual, which wasn't present at all in the original game but is present with the Ottomans in PTW. This is one of the more powerful combinations IMO outside huge milking. Old, old manual, on the back MOO3 due out first quarter 2002, heh heh heh.