I miss civ4 leader traits

gouldilocks

Chieftain
Joined
Apr 23, 2010
Messages
16
Civ5 leader traits are lame and uninteresting.

One of the most satisfying and rewarding aspects of Civ4 was utilizing leader traits in perfect tandem with buildings, wonders, civics, and victory conditions. The traits in civ5 are of marginal use and dont really seem to fundamentally affect the way one would play the game. More than anything else; this is what has made me question whether i will continue playing civ5; the civilizations/leaders just dont have enough to differentiate one another.
 
Lame, you say? Go on.
 
Civics aka Social Policies are your traits now. The UUs and UBs don't look particularly overpowered anywhere, so I guess you can count on fewer Civilization-based strategies (Praet rush, REXing etc.), you pretty much just make those calls on the fly based on the map and circumstances.

Is it just me, or is Ramesses II nuts with the wonders even on Prince difficulty? He got every Pre BC wonder in my game.
 
Civ5 leader traits are lame and uninteresting.

One of the most satisfying and rewarding aspects of Civ4 was utilizing leader traits in perfect tandem with buildings, wonders, civics, and victory conditions. The traits in civ5 are of marginal use and dont really seem to fundamentally affect the way one would play the game. More than anything else; this is what has made me question whether i will continue playing civ5; the civilizations/leaders just dont have enough to differentiate one another.

If they aren't changing how you play the game (In tandem with UUs/UBs), then you're doing something wrong. So far I've done my 'meaty' games as China, Greece, and India. For China, you can really explode off of an expansionist start (Just make sure to prioritize luxury resources), because the paper maker helps you keep research and gold flowing in. Also, Art of War allows you to do more with weaker armies, the +45% combat boost is insane.
For Greece, you have a much easier time keeping city states happy, and basically are able to keep 150% as many city states allied. Your early military UUs help you weaken rivals early and build up your city-state league.
For India, you are amazing at culture and happiness. Piety is a must, but remember that each new city has to be considered carefully: It's not that you "can't" expand, but rather that the 4 unhappiness per city forces you to choose your sites well. The War elephant has a lot of utility(no horses needed, good strength/ranged strength for an early unit), and having Mughal Forts makes your cities really tough to take while helping your cultural victory.
 
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