Expansive trait nerf?

From the article:

"Second, the Expansive trait now only grants a 25% bonus to worker production instead of 50%."

I didn't know that Expansive had that bonus to begin with.

And even if it did, I thought the Expansive trait was already considered one of the weaker ones because health doesn't really pose that much of an issue. No?

Was the bonus to Worker production really that powerful that it had to be reduced?

Expansionistic easily one of the most powerful traits...especially in multiplayer.

Cheaper granaries, means bigger cities or quicker regrowing cities for more slaving far sooner.

Quicker worker construction means they can be made quicker and in greater numbers and key resources are linked sooner.

The health bonus is simply a cherry on the top of two great things.

It needed nefing, I think they didn't go too far, just right.
 
Personally, I'd like to see the settler and worker production bonuses switched. It makes perfect sense for Expansive, and Imperialistic implies you are building an empire--getting workers out in the field quickly to do just that makes sense to me. I always thought it strange that Imperialistic leaders could make more cities (and thus, "expand") quicker than Expansive leaders.

Oh well. :mischief:
 
I can think of decent arguments for switching the worker/settler bonuses as well as decent arguments for leaving it how it is. I think either way can be justified. Apparently Expansive is supposed to be more about expanding your cities and growing them larger, while Imperialist is supposed to be about expanding your territory, which makes sense. As it is, Expansive's other bonuses all fit into expanding the city sizes, so I think the worker bonus fits it.
 
@bonafide11: I see your point. I would just use different words than "Expansive" to describe building up large cities.

I think I'll switch them just to do something different in a mod.
 
The expansive (and imperialistic) bonuses really shine when your first city is settled on a plains hil (or for extra gravy, on a stone/marble plains hill)

You first settler or worker will be out way faster than it would otherwise be, allowing you to initiate chopping or valuable resource hookups very early. If you have bronze or horses close by, nothing can beat the speed of an early expansive chop rush.

@Antilogic:
Sorry, hate to be a rules lawyer, but, from the forum rules:

"No derogatory references to other members, spoiler tags, or quote tags are allowed in signatures."
 
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