Leadership Traits

BrantleyL1

Warlord
Joined
Mar 27, 2007
Messages
296
Location
Plano, TX
I found this chart on leadership traits...

Aggressive: Free promotion melee, gunpowder units. 2X production speed barracks, dry dock.
Creative: +2 culture/city. 2X production speed theaters, coliseum.
Expansive: +3 health/city. 2X production speed granary, harbor.
Financial: +1 commerce on tiles w/2 commerce.
Industrious: Wonder production increased 50%. 2X production speed of forge.
Organized: Civic upkeep reduced 50%. 2X production speed lighthouse, courthouse.
Philosophical: Great People birth rate increased 100%. 2X production speed of university.
Spiritual: No anarchy. 2X production speed of temple.


For example, Rosevelt is "Industrious" and "Organized". So, he gets to build wonders and the forge quicker & civic costs are reduced and lighthouse and courthouse are built quicker.

So I can see later costs associated with running cities will be greatly reduced with building courthouses.

So, how can I play that into my strategy?

What about other traits? For example Monty is agressive. As an opponent, he can be a real pain, attacking with little provocation. But, what if you play him? How can you benefit from the agressive trait??

My question is really what is the benefit of these traits? How can I make them work for me when I've got them? And how can I defend against them when the AI civs have them??
 
Different leaders have different traits. Each has two.

Before you choose a game decide how you want to play it (eg warmonger, cultural victory, space race)

Then choose a leader with the right traits

eg - I use vikings on tiny island maps because it gives me an extra coin from coastal sites (financial traits)

The traits give some clue to a opponents prefered strategies

In general I find leaders with agressive traits can be relied on to kick me when I'm down - especially if their neighbours in a land war.
 
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