Is the consensus on the tiering

I'd rate that one highly on sheer power.

The original traits are balanced so nothing is disruptive, which makes the inherently situational ones weaker.
The Super Military Trait would probably cause a few problems in the big picture.
 
I think that Aggressive needs Combat1 on Mounted, at least. Mongolia FTW.
 
I think that Aggressive needs Combat1 on Mounted, at least. Mongolia FTW.
Even if it did, Charismatic is a much better trait because their -25% exp thing applies to ALL units. Not to mention that happiness boost at early game is really good.
 
A hypothetical question - If I put all the military related bonus in ONE single trait

Super Military Trait
-25% experience needed for unit promotion
Free Combat I promotion for Melee and Gunpower units
Free City Defender I and Drill I for Archery and Gunpowder units
Double Great General Emergence
Double Speed for build Barracks, Walls, Castle and Dry Docks.

How high would you all rated it?

High enough that the leader would probably be Sid of the Fireaxis empire. :lol:
 
Even if it did, Charismatic is a much better trait because their -25% exp thing applies to ALL units. Not to mention that happiness boost at early game is really good.
Maybe, but right now the lack of Combat1 on Mounted really feels like an omission to me.
 
From what I can tell, the strongest leaders are the ones with the most powerful unique units. The most powerful unique units are just whichever ones happen to be both relevant and available early. This makes the best leaders something like (in no particular order) Huayna Capac, Hatshepsut, Gandhi, Mansa Musa, Darius, and Julius Caesar. All these leaders have strong enough traits by themselves, and unique units that terrifyingly warp the state of the game.
 
From what I can tell, the strongest leaders are the ones with the most powerful unique units. The most powerful unique units are just whichever ones happen to be both relevant and available early. This makes the best leaders something like (in no particular order) Huayna Capac, Hatshepsut, Gandhi, Mansa Musa, Darius, and Julius Caesar. All these leaders have strong enough traits by themselves, and unique units that terrifyingly warp the state of the game.

I can see you named civs that own early Uunits. Well, only a few will bet for American and/or German unique units. They come very late that they can't change the history.:mischief:
 
Maybe Pro should give +1 happy from Walls & Castles (and Bunkers & Bomb Shelters?), increasing the happy cap in the early game might be a more viable reason to build walls.
 
^ I wouldn't try to blur it with charismatic.

It should be in keeping with the name "protective", which makes it hard to buff for human use because most people do not play defensively.

1 culture from walls might be OK. Culture gives defense, and to the human it would offer a tactical alternative to a monument.

Or maybe something religious, i.e. protective in the spiritual "fidei defensor" sense. Like walls allow you to train missionaries.
 
Sid is already a hidden leader in this game and he has no traits. I've used him in a few forum games.

Realy? wow! The only time i've seen a Sid reference ( besides SS) was when the Incans pooped him out as a GE. I actually had to recheck the event log in order to make sure I saw it correctly. Nice to know he can be a Leader... How do you get him :mischief:?
 
I know. :D

While in the "choose civilization" menu, press up, up, down, down, left, uhm... right... Oh, I think I got it incorrect. :mischief:

It's "while holding block You press up,up,down,down high punch , low punch , low kick , high kick" :lol:

Anyway I don't know hot to get him too I vaguely remember him in the tutorial many years ago :D
 
I can see you named civs that own early Uunits. Well, only a few will bet for American and/or German unique units. They come very late that they can't change the history.:mischief:

I also said in my post that good Unique Units are the ones that are available early. There are some good ones that aren't available quite so early on, but really, you can't say the Janissary is anywhere near as good as the Praetorian. And even the Praetorian is many times weaker than the Quechua. The faster you can pull off that rush, the stronger it will be.
 
And among the early units, those that get you out of TARFUs are the most valuable.

Quechuas turn an annoyingly close neighbour into a free breakfast. A promotion that sticks and lots of little upgrade tricks make it unlikely to be a total loss.
Skirmishers give one the guaranteed ability to wage early wars effectively, even without strategic resources: feasible rushes, easy chokes, competent catapult-based war, ridiculous defense into the medieval era.
 
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