I once again want to express my understanding about the principles we must follow when choosing on leader and get some discussion going on on it.
My thinking is because this is 9 teams game, and those teams will be ruled by the combined efforts of so many and some of the finest civvers in the world, I think we must not depend on something which may or may not work such as early rush, certain wonder/tech gambits as everything can happen (we get fended off in the early rush, we are beaten for a wonder/tech, etc, etc), but rather rely on strong overall leader, who can make it on our own the hard way - i.e. expanding, building, then having money to pay for the expansion and still teching strong. Of course being able to defend our achievements.
With this in mind, I think we must get a leader good in both expanding and economics. We need one expansion trait and one economic.
To me, expansion traits are as follow:
- Expansionist (obviously) - cheaper workers + granaries gives the strongest and fastest possible start
- Imperialistic - twice as cheaper settlers can REX like no one other
Economic traits:
- Financial - well, everyone knows what it means and how powerful it is trough the whole game
- Philosophical - bulbing many techs and lots of Great Persons + Universities is powerful
- Organized - lower maintenance trough the whole game out of the bat and cheaper courthouses to cut even more expenses
Creative, Spiritual and Industrial are special cases in my opinion - they can act both like expansion AND economic traits, so it can be added to each of the main development/economic traits to strengthen them.
AGG, PRO and CHA are just way second to the other traits when it comes for long and drawn-out game.