If you could start out with any (except Ind/Phil) trait and tech combo...?

futurehermit

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If you could start out with any (except Ind/Phil) tech combo and trait combo (ignoring UUs and UBs) what would it be and why?

NOTE: You can only pick one combination of techs and traits. Please don't say "this in this condition, that in that condition"

NOTE2: Let's say you are playing a Hemispheres map with a 50/50 chance of starting out on the coast or inland.
 
For techs, hunting and agriculture on a land map with non-coastal start, and fishing and mining on a water map or coastal start (with seafood, ofc).

For traits, spiritual, and either expansive on a water map or creative on a land map (creative as a generic choice).

Oops, forgot that.

Spiritual is an obvious choice. On a water map, cheap granaries and harbors are great. On land, creative I think would be an obvious choice. I'm not adverse to building monuments, it's just for the land grab and cheap happy buildings (esp. theaters).

Hunting/agriculture are both pre-reqs for animal husbandry, and having both reduce its cost. Between agriculture and animal husbandry, you also can build most land based food improvements. Hunting is nice for maximizing hut(tech) pops. You're also building a worker first most likely, and will have time to research both mining and bronze working before finishing the worker and growing enough to start whipping.

Coastal starts and water maps won't benefit as much from this combination. Fishing and mining would be the best choice. Fishing to start the work boat, and mining to open up bronze working for immediate research. Sailing is also accessible, which is great for having your first cities instantly connected to the trade network, helping to offset their cost and increase the rex.
 
Spiritual/Expansive, Agriculture/Mining.

Expansive is the one i'm unsure of. Perhaps creative. Or Charismatic. AHHHHH
 
Mining and Agricultire (Fishing if expecting lots of water). SPI + FIN i guess... not really set on some particular traits.
 
I forgot to say that you have to say which combo irregardless of map. So you can't say "this in this condition, that in that condition". I'm trying to see what people think is flexible, etc. :)
 
Does except Ind/Phil mean except that combo, or except those individual traits? Because my choice would be Cha/Ind (De Gaulle) with Mysticism/Mining (India/Korea/Maya).

I love Charismatic, its my favourite trait for warmongering and the Industrious trait with Mysticism starting tech means an almost guaranteed Stone Henge for a huge early happy cap. As for Mining, I just like it because I very rarely don't go for Bronze Working right off the bat.
 
I'm trying to see what people think is flexible, etc. :)
No idea of map settings at all? I guess specifying coastal vs non-coastal is pushing it, but archipelago vs continents or pangea might be known.

SPI/FIN and hunting/mining.
 
My fav starting tech combo is hunting/mining. I love the early scouting hunting provides and I hate popping barbs from huts. I like to know the map and where my enemies are asap. Mining because then after fishing/ag (depending on coastal or inland) I can go BW. Or, if I have a lot of forest I could go BW right away and hope for copper/nearby enemy.

Traits are more difficult. It seems like some are good for rushing/rexing but are not great for a coastal start and vice versa. It is hard imo to rush/rex from a coastal start for various reasons and GLH is preferred often in these situations. I'd have to say I have a lot of love for Creative. It's an outstanding support trait for rushing and rexing. Not so good on the coast though, so I want a trait that supports coastal starts. Industrious is great, but kind of is at odds with Creative (sorry Louis). Financial is good and with his UB Willem is a great choice, though he is not so great at rushing. If I had to settle on one, I'd say Organized because it at least helps getting GLH and is a good support trait for rushing/rexing as well.

I guess that lands me on Zara. Gonna have to play more games with him.
 
No idea of map settings at all? I guess specifying coastal vs non-coastal is pushing it, but archipelago vs continents or pangea might be known.

SPI/FIN and hunting/mining.

Let's say Hemispheres map with a 50/50 chance you get put on the coast or start inland.
 
Org/Fin with mining/agri. Organized/financial is decent for either kind of economy (phil > financial for specialist) and fits well with a transition economy, which is the ideal way to play, as specialists don't work as well as cottage spam lategame when you can start buyrushing an army when research isn't as important. Mining/agri is nice because it opens up the two most important ancient age military techs, BW/AH. Early mines are also nice for production while early farms on any agri resources give you a growth advantage.
 
I used to think ag/min was best too, but now I prefer hunt to ag. You can research ag before your first worker is finished and hunt also contributes to opening up ah. Plus, the scouting afforded by hunting is excellent imo and you could even pop ag from a hut instead of barbs :)

Cre/Phil is an excellent combo imo, but there are some maps I find where a CE is really preferable (e.g., high jungle with lots of rivers and not a lot of surplus food).
 
Mining and agriculture too. I guess that's the concensus. As for trait combos... I can't decide between phil/fin and agg/org.
 
SPI/IND, and Ag + Mining.

Ramesses of China!

The "why" is:

IND for strong starts. It lets you establish a reasonable "Wonder Path" depending on your start (GLH, Oracle, Colossus for Coastal, GW, Oracle, Mids for large landmass with neighbors)

SPI is a super powerful late game trait that really comes into its own in later eras when that Anarchy is a killer. Especially since I tend to run a hybrid economy, and like to Rifle-Cannon opponents, SPI lets you swap those civics nice and smooth. In the early game, the 1 turn of anarchy isnt as punishing, but when it becomes 3+, it hurts.
 
Protective and Organized, Hunting and Agriculture

Organized for a large empire.

Protective do I don't have to worry about metals for a while if necessary.

Hunting for the scout and any camping resources.

Agriculture for food.

Both for the quickest path to Animal Husbandry.
 
Starting techs are short/immediate term while the traits are for the long haul.

Given your criteria I want a combo that allows me to play a military based game or a peace based game, depending on neighbors/map. I also want techs that are going to give me food ASAP and are 1 tech away from a potential miltary resource. All that said there is also another combo for my own style I would greatly prefer.

Best:

Agriculture/Mining
Agressive/Financial

Agriculture can be used ANYWHERE there is fresh water which I have rarely seen the first start NOT have. Mining opens up BW and allows immediate tech edge if your lucky enough to have a precious metal in the BFC. Ag is 1 tech from AH for edditional food and unlocking horses while mining is 1 turn from BW which unlocks copper and allows chopping

Agressive is the best warring tech and fast barracks can get you a very good defense fast. This is the best trait if a military approach is required/desired.

Financial gets a fast boost on coastal or land locked starts with the only drawback being a landlocked start next to a lake.

Preference:

Mysticism/Fishing

Industrious/Financial.

HC with Isabella's opening techs. Toss in the Quechuas and terraces and I am set! Very early protection in Quechuas, guarenteed early religion, free shot at early wonders.
 
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