Imperialistic: no 1/2 production buildings?

Financial isn't so weak???????

Of course it isn't, its the strongest trait in the game by a mile. The extra commerce bonus is absolutely insane. If you play well you can use it to give yourself an extra 12-18 extra raw commerce per city, and you then have to double that to take into account all the different buildings. To give it half price banks would be insane. It would be like making catapults strength 6 - boosting something which is already far too strong.
 
Financial isn't so weak???????

Of course it isn't, its the strongest trait in the game by a mile. The extra commerce bonus is absolutely insane. If you play well you can use it to give yourself an extra 12-18 extra raw commerce per city, and you then have to double that to take into account all the different buildings. To give it half price banks would be insane. It would be like making catapults strength 6 - boosting something which is already far too strong.

I agree it is powerful, but I don't think it as the strongest, while it is one of the strongest. Maybe they could change it to +1 commerce from tiles producing 3+ commerce and give it Bank and Customs House bonuses. I think that would make it more balanced, what you others think about it?

Maybe they nerfed Catapults because they were, as you said, far too strong. Wouldn't that be reason to nerf also Financial trait?
 
Always thought the Imperialistic trait ought to bring benefits to a capital. Essentially, the larger Empire you have, the larger the core cities can become relying on food from conquered provinces. It was the grain of Africa, Egypt and Sicily that brought Rome's population to one million people in the imperial age, nothing else. Esp. in classical and medieval eras, huge cities can only become huge cities by being able to maintain a parasitical relationship on other areas. So, Imperialistic could mean, maybe, +50 % food for capital (or +100% if that wouldn't be overpowered).
Maybe a +1 trade route in capital city for every x cities (including vassal cities).
 
I like the trade route idea. It's got potential. That could simulate all the trade within a vast unified empire, plus the "imperial city" I always think of. Incredibly wealthy and powerful cities sitting at the heart of the empires they rule.
 
I just thought that Imperialistic could be better war-trait if it would able more experience transfered in upgrade. The normal 10 could be 17 with Imperialistic civs (exactly one more level with non-Charismatic leaders). One of the abilities of Warlord is eliminating the limit, so it is related to yet existing Imperialistic bonus and makes all military units better. I don't think it would be too powerful, even if combined with a couple double-speed production buildings.

I think the trade route idea is very good too.
 
Financial isn't so weak???????

Of course it isn't, its the strongest trait in the game by a mile. The extra commerce bonus is absolutely insane. If you play well you can use it to give yourself an extra 12-18 extra raw commerce per city, and you then have to double that to take into account all the different buildings. To give it half price banks would be insane. It would be like making catapults strength 6 - boosting something which is already far too strong.

I was using a literary device known as hyperbole. Financial is a tough trait, to be sure, but I would rate a few others more highly. However, Financial is one of the easiest traits to use in terms of raw benefits. It takes a little more planning to utilize the Civic-switching goodness of Spiritual to its max effect, for example, or planning with your specialists to maximize the benefits of Philosophical and get the great people you want in particular periods of the game.
 
Financial isn't so weak???????

Of course it isn't, its the strongest trait in the game by a mile.

No it isn't. In the early game your much better off with Charismatic/ Philosophical/Expansive.. Unless you have goldmines or floodplains, in which case it's a cakewalk anyway.

@Antilogic:
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