cabert said:
Hence, the thread
cabert said:
he's spiritual and has a religion, while you don't = culture (cheap temple + religion culture = 2 cpt, just as much as creative trait, monastery is cheap, is 2 cpt, nearly as much as theater, + bonus to research + ability to build missionaries)
Not following you here. Religion spreads, so I can build all that too (for that matter, he can build theaters.) In the end, I have all that he does and vice versa except for the +2 bonus and arguably his "+ religion culture" assuming that I, for some reason, don't name a religion to be state religion.
cabert said:
- he's running caste system, with artists to counter the cultural pressure
So could I
cabert said:
- and, the most common issue, he has troops. Lots of them. You cannot flip a city with many troops in it. Pacifying effect! + When the cultural pressure flips a tile, you opponent sees it. It's the "tension at the borders" negative relation line. So all those troops go against you

. Back to war.
Valid point. What you can do, though, is take every square around the city, effectively starving it off while adding resources that are already improved. "Tension at the borders?" I've been taking another tile every fifteen turns or so (probably more by better players) and have had no ill relations. The -1 ro -2 "close border" tension seems to occur whenever borders meet, which is every civ on the same landmass in every game. Regarding troops and the inevitibility of war, this is always the case. I don't know if it's possible to play an entire game without going to war. Although this is getting somewhat off topic, is the underlying builder mentality of the trait. Focusing on building can provide the infrastructure to help fend off aggressors, possibly even come knocking at their door which is often enough to get a peace treaty and continue building.
cabert said:
What level are you playing?
Prince, trying Monarch and having difficulty, but I'm still at the point where I always have difficulty with Monarch
cabert said:
I tried it at prince a few times, and had no success at all.
Sorry to hear you're having difficulty. I haven't had any less success than with any other strat, and often more success when I implement it. I'd say keep trying, but you seem adamantly opposed to the trait. If you don't like it, don't do it.
cabert said:
And believe me, i know how to build culture
And I never questioned that. A statement like this would seem to imply that you feel that I'm going to assault your gameplay; not the case. There are countless threads here where someone proposes an idea, someone else counters strongly, and then the two proceed to childishly demean each other. I'd like NOTHING more than to avoid such scenarios entirely.
I feel that there is a great deal of confusion regarding the intention of the OP. I am not, and would not, imply that the creative trait is some uber trait that's better than all others. What I am saying, as is suggested by the thread title, is that there seems to be a common perception that this trait is absolutely horrible, rediculously less powerful than any other trait. I admit to foolishly accepting this belief due to it's support without ever trying it and was quite dumbfounded when I actually tried it. I also wanted to add that the common perception is that it's only purpose, or main purpose, is border popping, and that it offers many more paints on the palette. A side issue that I wanted to add is the strengths of cultural conquest, which doesn't directly apply to the creative trait (I just brought it up in the same thread because both realizations happened at the same time.) After encountering great difficulty with standard warfare - the war weariness, enemy until the end of the game by declaring war, world-wide diplo penalties, "yearn...motherland," "fight brothers of faith," etc. I was quite happy to find that you can conquer someone while avoiding all this.