WoundedKnight
Warlord
- Joined
- May 28, 2002
- Messages
- 253
A couple weeks ago I posted a thread about civ traits before the game was released. Now that I've had an opportunity to get started on CIV, here is a revisited analysis of my thoughts about Civ Traits.
Strong traits
Industrious: I thought this would be weaker, but it is actually quite good. The real power of industrious, with +50% wonder build speed, is that getting wonders allows you to reproduce benefits of almost all other traits, although at the cost of time and city production. Getting stonehenge will give you an obelisk in each city -- giving you expanding borders everywhere like the culture trait. Getting the parthenon will give you +50% great leaders in all cities, plus great prophet points. Getting pyramids will give you the opportunity to switch to any government civic, instantly enhancing your situation. True, the wonders are slightly watered down from C3C, but still quite good IMO. Industrious is my favorite trait.
Philosophical: 100% great people is fabulous. Problem is, you have to have great people points to get great people (200% of 0 is still 0). And what generates the most GP points? Wonders, that industrious will beat you to (unless you already have great people to rush the wonders in the first place). To assign specialist citizens, you must have special buildings available in the city or certain civics. So this really doesn't come into play much until the mid game, while the industrious wonder-building bonus applies right away. Of course no other trait can quite reproduce philosophical. The parthenon's +50% GP eventually expires, and is still below 100%. The ideal thing would be to build (or capture) wonders producing GP points AND have the philosophical trait, but in many cases the philosophical nation will get beat to the punch. An excellent trait overall.
Financial: The best financial trait, IMO. Initially the bonus applies only to coastal squares, but once you have a worker army and are developing your cities, the financial benefits of +1 gold in every tile already producing 2 or more become massive and can far outstrip the benefits of the organized trait. This can put you ahead in research, trade/finances, or whatever you want. In the mid and late game, this can give a huge research boost, letting you devote most of your income to science while poorer civs find their limited income consumed by upkeep and maintenance costs.
My favorite combo is industrious/financial or philosophical/financial. Others may find combinations better suited to their playing styles.
Medium traits
Expansive: Initially I thought this would be really good, but after playing a few games with it, I have to downgrade it to medium. The scout is nice in the early game. The granary bonus seems nice, but unfortunately in the early game when you need this the most, granary is a few techs away, and by the time you get it most cities are size 3-4 anyway. I haven't found granaries as useful in the early and mid-game of CIV as in C3C, as food is relatively more restricted in CIV. The ability to grow to +2 sizes larger before unhealthiness kicks in is nice, but there are lots of buildings that can provide this same bonus, as well as some civics. Since unhappy pops produce nothing, I have found that keeping pops happy is probably more important than maximizing city size. And by building all your cities (or as many as possible) near fresh water, you get the same +2 health bonus that the expansive place provides computer players (that seem to care little about whether fresh water is available or not). A middle of the road trait, has its uses but not the best.
Aggressive: Can't comment on this as I am not much of a warmonger type. I'd rather build a barracks (4xp/unit) in one or two cities and build my military units there rather than take a trait that for my play style has few benefits. Aggressive warmongers may get more good out of this.
Weak traits
Organized: A weak trait as it only comes in to play when you have the techs to switch to civic types that require more upkeep. Additional problems include that some of the best civic types require little or no upgrade. The financial benefit of the organized trait in most games seems to be quite small. Consider organized if you are addicted to some very high-upgrade cost civics, but even then I think the financial trait produces better long-term rewards.
Creative: +2 culture per city per turn seems like a nice trait in the early game to expand city radii. However, Industrious civs can easily reproduce this with a single low-cost wonder like Stonehenge (obelisk - +1 culture in every city to expand borders), and culture becomes rather pointless late in the game when cities are well developed and have high culture from other sources.
Spiritual: Benefits are minimal as anarchy only lasts one turn anyway and I do minimal civic switches. Spiritual may be nice if you want to play around with civics and see what they do, but it is doubtful that spiritual will find much role for experienced gamers. The one real benefit to spiritual that I see -- probably a bigger one than skipping anarchy, in many games -- is that spiritual gives you techs that put you closer toward developing early religions (hinduism, buddhism, judaism).
Edit: removed errors about pyramids, and corrected "creative" which I had mislabeled as "culture." Switched aggressive to middle tier. Thanks.
Strong traits
Industrious: I thought this would be weaker, but it is actually quite good. The real power of industrious, with +50% wonder build speed, is that getting wonders allows you to reproduce benefits of almost all other traits, although at the cost of time and city production. Getting stonehenge will give you an obelisk in each city -- giving you expanding borders everywhere like the culture trait. Getting the parthenon will give you +50% great leaders in all cities, plus great prophet points. Getting pyramids will give you the opportunity to switch to any government civic, instantly enhancing your situation. True, the wonders are slightly watered down from C3C, but still quite good IMO. Industrious is my favorite trait.
Philosophical: 100% great people is fabulous. Problem is, you have to have great people points to get great people (200% of 0 is still 0). And what generates the most GP points? Wonders, that industrious will beat you to (unless you already have great people to rush the wonders in the first place). To assign specialist citizens, you must have special buildings available in the city or certain civics. So this really doesn't come into play much until the mid game, while the industrious wonder-building bonus applies right away. Of course no other trait can quite reproduce philosophical. The parthenon's +50% GP eventually expires, and is still below 100%. The ideal thing would be to build (or capture) wonders producing GP points AND have the philosophical trait, but in many cases the philosophical nation will get beat to the punch. An excellent trait overall.
Financial: The best financial trait, IMO. Initially the bonus applies only to coastal squares, but once you have a worker army and are developing your cities, the financial benefits of +1 gold in every tile already producing 2 or more become massive and can far outstrip the benefits of the organized trait. This can put you ahead in research, trade/finances, or whatever you want. In the mid and late game, this can give a huge research boost, letting you devote most of your income to science while poorer civs find their limited income consumed by upkeep and maintenance costs.
My favorite combo is industrious/financial or philosophical/financial. Others may find combinations better suited to their playing styles.
Medium traits
Expansive: Initially I thought this would be really good, but after playing a few games with it, I have to downgrade it to medium. The scout is nice in the early game. The granary bonus seems nice, but unfortunately in the early game when you need this the most, granary is a few techs away, and by the time you get it most cities are size 3-4 anyway. I haven't found granaries as useful in the early and mid-game of CIV as in C3C, as food is relatively more restricted in CIV. The ability to grow to +2 sizes larger before unhealthiness kicks in is nice, but there are lots of buildings that can provide this same bonus, as well as some civics. Since unhappy pops produce nothing, I have found that keeping pops happy is probably more important than maximizing city size. And by building all your cities (or as many as possible) near fresh water, you get the same +2 health bonus that the expansive place provides computer players (that seem to care little about whether fresh water is available or not). A middle of the road trait, has its uses but not the best.
Aggressive: Can't comment on this as I am not much of a warmonger type. I'd rather build a barracks (4xp/unit) in one or two cities and build my military units there rather than take a trait that for my play style has few benefits. Aggressive warmongers may get more good out of this.
Weak traits
Organized: A weak trait as it only comes in to play when you have the techs to switch to civic types that require more upkeep. Additional problems include that some of the best civic types require little or no upgrade. The financial benefit of the organized trait in most games seems to be quite small. Consider organized if you are addicted to some very high-upgrade cost civics, but even then I think the financial trait produces better long-term rewards.
Creative: +2 culture per city per turn seems like a nice trait in the early game to expand city radii. However, Industrious civs can easily reproduce this with a single low-cost wonder like Stonehenge (obelisk - +1 culture in every city to expand borders), and culture becomes rather pointless late in the game when cities are well developed and have high culture from other sources.
Spiritual: Benefits are minimal as anarchy only lasts one turn anyway and I do minimal civic switches. Spiritual may be nice if you want to play around with civics and see what they do, but it is doubtful that spiritual will find much role for experienced gamers. The one real benefit to spiritual that I see -- probably a bigger one than skipping anarchy, in many games -- is that spiritual gives you techs that put you closer toward developing early religions (hinduism, buddhism, judaism).
Edit: removed errors about pyramids, and corrected "creative" which I had mislabeled as "culture." Switched aggressive to middle tier. Thanks.