amirsan
King of all Kings
Ok, I was a little bored so I decided to cook up a little reference strategy for my fellow begginneres.
I will rate all of the Civ 3 Traits by stars defined like this; *****. Five being the highest and one being the lowest.
Industrious- Faster workers means more , commerce and food eirlier than everyone else, meaning higher population, more gpt (meaning more science) and faster building time for infastructure and unit production. Industrious Triat in my opinion is the "all around trait", everything put in one. This trait can be good for the builder and the warmonger type of player. The only way to be effective in this trait is to build alot of workers early on, or at least one for each city. I give this trait *****.
Scientific- The most important thing in Civilization besides gold is Science. If you dont advance with you opponents, you are bound to loose (unless your lucky
). Scientific trait obviously helps you with research, especcially if your the type to want to research most of the techs yourself. Not only science but it helps in culture as well sinse all scientific buildings give culture off. This trait may not seem the best for the Emperor/ Diety level player sinse your realy not supposed to research your own techs as opposed to being the "daily trader", but thier another side. The free tech! At the beggining of each era, you get a free tech (Middle Age= Monothiesm, Feudualism or Engineering). That free tech can be very, very powerful especially if your playing on the higher levels. The first tech of a new age is always the most expesive at the time and can be used to keep you ahead or in tech Parity with your opponents. I give this trait ****.
Commercial- GOLD! Whats better than haveing more gold. In Civ3 you can do everything with gold (won't get started with the list). Haveing about 30 good placed cities can give you an average 30 to 60gpt. That extra may not seem alot but you know its alot when you enter the Middle Ages!This trait as I see it is one of the most underrated traits of all of the others, though to me its one of the best. This one is a ****.
Expansionist- This is a great trait only if used right. A person using this trait that only builds one scout through the whole game is wasteing this trait. I think this trait is powerful in higher levels for three reasons.
1. Scouts, you start with one also.
2. Better goodie huts.
3. Start with Pottery.
Scouts is a 2-movement unit allowing you to explore twice as fast as your opponent, allowing you to have a twice as bigger WM, which is extremely powerful. To know your opponents land more than him can win you many battles (you can hear a similar quote if you read the Sun Tzu's Art of War). Diety is also known for its killer goddie huts, but with scouts, FEAR NO MORE! You can troll through goodie huts with no fear of barbs, aahhhhhhhh. Repeat it again with me, aaaaaahhhhhhh.
The last reason why Expansionist trait is a graet one is becuase it starts with Pottery. In my opinion, Pottery is the most powerful First Level tech in the Ancient Age (I never said the most expensive though
). It is the most important for one reason only, they allow you to build granary right off the bat. Granaries may be the most important improvement in the ancient age especially if you dont start with food bonuses(wheat, cattle etc.). This one gets ***.
Militarialistic- I, myself dont like this trait unless I'm playing AW or know for sure that I'm going for a military victory. Any other civ can do everything that the Militarialistic can. The only speciall thing about this trait is the cheaper military buildings. Rating depending on your victory preference. * if your not going for a military victory.
Religous- Mmmmmm, if your not going for a cultural victory, I'm not fond for this one either... Cheaper Happiness building only say one word, MORE CULTURE, (I guess thats two words...). Why would you go with this trait if you not going for a culture victory?? Ahhhh, yes, the one turn Anarchy. Now this is where it comes in, this is why it may be a great trait if your not going for a cultural victory but a Militarialistic victory. Whats better than switching between Republic and Monarchy during your wars??? Nothing! I think 1 turn as opposed to 7 turns is very powerful especcially when you entering the Middle Ages and changing your government there. Your probably building wonders that maybe one measly turn can decide whether you get it or not. I give this trait a ***.
Well, I think thats all the traits
. I know some of you may have different opinions so they are always welcome to make this thread even more helpful for our fellow Civilization 3 beginners. Good Luck! 

Industrious- Faster workers means more , commerce and food eirlier than everyone else, meaning higher population, more gpt (meaning more science) and faster building time for infastructure and unit production. Industrious Triat in my opinion is the "all around trait", everything put in one. This trait can be good for the builder and the warmonger type of player. The only way to be effective in this trait is to build alot of workers early on, or at least one for each city. I give this trait *****.
Scientific- The most important thing in Civilization besides gold is Science. If you dont advance with you opponents, you are bound to loose (unless your lucky

Commercial- GOLD! Whats better than haveing more gold. In Civ3 you can do everything with gold (won't get started with the list). Haveing about 30 good placed cities can give you an average 30 to 60gpt. That extra may not seem alot but you know its alot when you enter the Middle Ages!This trait as I see it is one of the most underrated traits of all of the others, though to me its one of the best. This one is a ****.
Expansionist- This is a great trait only if used right. A person using this trait that only builds one scout through the whole game is wasteing this trait. I think this trait is powerful in higher levels for three reasons.
1. Scouts, you start with one also.
2. Better goodie huts.
3. Start with Pottery.
Scouts is a 2-movement unit allowing you to explore twice as fast as your opponent, allowing you to have a twice as bigger WM, which is extremely powerful. To know your opponents land more than him can win you many battles (you can hear a similar quote if you read the Sun Tzu's Art of War). Diety is also known for its killer goddie huts, but with scouts, FEAR NO MORE! You can troll through goodie huts with no fear of barbs, aahhhhhhhh. Repeat it again with me, aaaaaahhhhhhh.


Militarialistic- I, myself dont like this trait unless I'm playing AW or know for sure that I'm going for a military victory. Any other civ can do everything that the Militarialistic can. The only speciall thing about this trait is the cheaper military buildings. Rating depending on your victory preference. * if your not going for a military victory.
Religous- Mmmmmm, if your not going for a cultural victory, I'm not fond for this one either... Cheaper Happiness building only say one word, MORE CULTURE, (I guess thats two words...). Why would you go with this trait if you not going for a culture victory?? Ahhhh, yes, the one turn Anarchy. Now this is where it comes in, this is why it may be a great trait if your not going for a cultural victory but a Militarialistic victory. Whats better than switching between Republic and Monarchy during your wars??? Nothing! I think 1 turn as opposed to 7 turns is very powerful especcially when you entering the Middle Ages and changing your government there. Your probably building wonders that maybe one measly turn can decide whether you get it or not. I give this trait a ***.
Well, I think thats all the traits

