I've used the search function but haven't found a topic that goes into depth about personality traits so I've decided to create this one and give my insight. Criticism is welcomed.
The opinions expressed below might not be flawless but they do help me win any standard apollo game in around [ 200 turns, minus 30 or plus 30 ] depending on the luck with exploration, artifacts, random events in a game.
The numbers near the trait represents the value Diplomatic Capital that you can obtain via the agreement made available by the trait. The higher this number is, the higher the theoretical benefit that you can obtain, however sometimes lower can be more affordable for the AI and thus in practice can gain you more DC.
Political Traits.
Excellent.
- Subtle. +15. More effective spies. Spies can have a very powerful impact on the gameplay and this trait only makes this even stronger. There is little else to say except that a spy-focused strategy is very effective and only has the flaw of being a little low on reliability due to the nature of how spies operate. Yet, 75% chance for the important operations means the numbers operate in your favour.
- Generous. +15. Cost of purchasing reduced. An energy-based strategy can be effective thanks to all the ways to gain it, and also because it is one of the very few things unaffected by having very low health.
- Enlightened. +15. Virtue cost reduced by percentage for each agreement. At maximum level it is 6% and you can gain a 30% reduction by signing 5 agreements. Virtues are very strong so this trait is good.
- Progressive. +9. Health increase for each agreement signed by you. Gaining a lot of health bonuses in order to gain the benefits and expand very wide can be a strong strategy and this trait helps with that.
Average.
- Ambitious. +3. Better city development rates. These rate increases are too low to be worth it. They would have to be at least double for me to not consider this a bad trait. And the agreement is only +3. Maybe, just maybe, it can be good for Al Falah in order to double down on their bonus.
[ 14.12.2022 edit- ] Based on player Statusquo's research, it seems that this trait isn't as bad as I thought - I used to put it in the bad category. (read posts below).
- Enterprising. +3. International trade route yields boost. International trade is ok but I think Internal or Station Trade is even better. That is because International Trade also helps your trade partner obviously and can make them become stronger, faster than they would otherwise.
- Insightful. +15. Gives science for each agreement signed by you. Some players might find this trait better than I do but in my opinion the power of it is diminished by the fact that the science it gives is especially useful early in the game, but at that point you need DC to improve your traits. If you spend DC to sign agreements, then you won't have a lot of DC to improve traits. And even worse by not having traits, you have fewer requests from other factions for your agreements. Science is good though, so in theory this trait can be ok, just not as good as others.
Bad.
- Expansionist. Cheaper culture cost for city plots. +15. City plots are not that hard to aquire and Water city don't expand anyway. So this trait is just bad in my opinion.
- Disciplined. +9. Faster XP for units. XP is useful but veterancy is limited anyway so the units will achieve their limit soon enough. This trait just isn't good.
- Aspirational. +9. More city orbital coverage. Orbital coverage is not a problem, and if you need more, this will not be enough. A comm relay is not that hard to obtain. Worst Political Trait.
Domestic Traits.
Excellent.
- Industrialist. +3. City production increases. More production is always good whatever you are trying to accomplish. The low amount of possible DC gained is not necessarily a bad thing, either, especially if this is taken early.
- Cooperative. +15. Internal trade route boost. Internal trade is very strong and it can be boosted in multiple ways. Getting all these ways (Warp spire, Industry virtue, Domestic Trait) is a worthy strategy.
Good.
- Developer. +25. Instant health increases. Health is always good. This trait can be a decent way to reach the maximum benefits for health and it remains good because you can sometimes sign a +25 DC agreement later in the game. However the amount of health isn't very impressive so I can't give this trait the best rating.
- Commercial. +25. Energy increased by percentage in cities. Focusing on energy can be good and Energy is always useful. It is also not under the penalty of negative health. The DC you can gain from this is also nice in the endgame.
Average.
- Humanitarian. +9. Food percentage increases in cities. Food is penalised by unhealth and also the agreement might be too good for the AI. However food focusing can be effective sometimes so I can't rate this as worst option.
- Refined. +15. Culture percentage increases in cities. Culture is nice but the amount is too low for my liking. Maybe in a strategy where you are gaining all the cultural bonuses you can find...But in my opinion there are better ways to spend DC.
- Innovative. +15. Science percentage increases in cities. Science is good but once again I think there are better ways to gain science and better ways to use DC.
Bad.
- Vigilant. +9. Slower intrigue in cities. Intrigue isn't a problem. Bad trait.
- Spacefaring. +3. More orbital unit duration. Orbital units last long enough and are replaced easily enough. This trait just isn't good and is also has a low DC agreement.
- Defensive. +25. Combat boost inside friendly territory. You should not be defending, you should be attacking. So there is little room to use this trait. The potential DC is good but not good enough to make this a worthy trait.
[ Not entirely sure if this does apply to air units, but even if it did, it is still not good enough. ]
Militaristic traits.
Excellent.
- Efficient. +9. Extra production when building units. It is always good to produce units faster. Great for domination victories.
- Profiteering. +3. Better station trade yields. Trading with stations has the potential to be very strong thanks to Station Satellites and to Industry virtue that gives energy for trading with stations. Even with a low potential DC from the agreement, I think this is a top choice. An ultrasonic fence is absolutely needed to use this effectively otherwise aliens might destroy the trade convoys.
Good.
- Practical. +25. Lower maintenance cost for military units. It can make a difference with a lot of units and especially in energy focused strategies.
Average.
- Honorable. +9. Culture when killing units is good but the amount is too low for me to like this.
- Precise. +9. Science when killing units is good but the amount is too low for me to like this.
- Imperial. +9. Strength boost for units fighting outside friendly territory. This can be good but I am tempted to think that the success or failure of a war campaign will not be affected by this trait as the amount is still too low. Maybe if it were 10/20/30 instead of 5/10/15 it could have been a better trait.
Bad.
- Protective. +15. Extra strength for cities for each population. A good colony shouldn't need this but it's worth having it in mind for emergency cases or if some angered kraken or worm comes close to cities.
- Colonial. +15. City plots easier to buy with energy. I am of the opinion that there are better things to do with energy than buying tiles. The reduction amount is still too low to be worth it.
- Suspicious. +9. Fewer successful operations needed for spy level up. If spies couldn't level up quickly enough or if there was a higher limit for spy level than just 3, then this trait could have been good. As it is, it simply isn't.
- Integrated. +3. Fighting inside orbital coverage strength boost. Just no. The amount is too low anyway and the low cost of the agreement unlocked makes this trait certainly bad.
The opinions expressed below might not be flawless but they do help me win any standard apollo game in around [ 200 turns, minus 30 or plus 30 ] depending on the luck with exploration, artifacts, random events in a game.
The numbers near the trait represents the value Diplomatic Capital that you can obtain via the agreement made available by the trait. The higher this number is, the higher the theoretical benefit that you can obtain, however sometimes lower can be more affordable for the AI and thus in practice can gain you more DC.
Political Traits.
Excellent.
- Subtle. +15. More effective spies. Spies can have a very powerful impact on the gameplay and this trait only makes this even stronger. There is little else to say except that a spy-focused strategy is very effective and only has the flaw of being a little low on reliability due to the nature of how spies operate. Yet, 75% chance for the important operations means the numbers operate in your favour.
- Generous. +15. Cost of purchasing reduced. An energy-based strategy can be effective thanks to all the ways to gain it, and also because it is one of the very few things unaffected by having very low health.
- Enlightened. +15. Virtue cost reduced by percentage for each agreement. At maximum level it is 6% and you can gain a 30% reduction by signing 5 agreements. Virtues are very strong so this trait is good.
- Progressive. +9. Health increase for each agreement signed by you. Gaining a lot of health bonuses in order to gain the benefits and expand very wide can be a strong strategy and this trait helps with that.
Average.
- Ambitious. +3. Better city development rates. These rate increases are too low to be worth it. They would have to be at least double for me to not consider this a bad trait. And the agreement is only +3. Maybe, just maybe, it can be good for Al Falah in order to double down on their bonus.
[ 14.12.2022 edit- ] Based on player Statusquo's research, it seems that this trait isn't as bad as I thought - I used to put it in the bad category. (read posts below).
- Enterprising. +3. International trade route yields boost. International trade is ok but I think Internal or Station Trade is even better. That is because International Trade also helps your trade partner obviously and can make them become stronger, faster than they would otherwise.
- Insightful. +15. Gives science for each agreement signed by you. Some players might find this trait better than I do but in my opinion the power of it is diminished by the fact that the science it gives is especially useful early in the game, but at that point you need DC to improve your traits. If you spend DC to sign agreements, then you won't have a lot of DC to improve traits. And even worse by not having traits, you have fewer requests from other factions for your agreements. Science is good though, so in theory this trait can be ok, just not as good as others.
Bad.
- Expansionist. Cheaper culture cost for city plots. +15. City plots are not that hard to aquire and Water city don't expand anyway. So this trait is just bad in my opinion.
- Disciplined. +9. Faster XP for units. XP is useful but veterancy is limited anyway so the units will achieve their limit soon enough. This trait just isn't good.
- Aspirational. +9. More city orbital coverage. Orbital coverage is not a problem, and if you need more, this will not be enough. A comm relay is not that hard to obtain. Worst Political Trait.
Domestic Traits.
Excellent.
- Industrialist. +3. City production increases. More production is always good whatever you are trying to accomplish. The low amount of possible DC gained is not necessarily a bad thing, either, especially if this is taken early.
- Cooperative. +15. Internal trade route boost. Internal trade is very strong and it can be boosted in multiple ways. Getting all these ways (Warp spire, Industry virtue, Domestic Trait) is a worthy strategy.
Good.
- Developer. +25. Instant health increases. Health is always good. This trait can be a decent way to reach the maximum benefits for health and it remains good because you can sometimes sign a +25 DC agreement later in the game. However the amount of health isn't very impressive so I can't give this trait the best rating.
- Commercial. +25. Energy increased by percentage in cities. Focusing on energy can be good and Energy is always useful. It is also not under the penalty of negative health. The DC you can gain from this is also nice in the endgame.
Average.
- Humanitarian. +9. Food percentage increases in cities. Food is penalised by unhealth and also the agreement might be too good for the AI. However food focusing can be effective sometimes so I can't rate this as worst option.
- Refined. +15. Culture percentage increases in cities. Culture is nice but the amount is too low for my liking. Maybe in a strategy where you are gaining all the cultural bonuses you can find...But in my opinion there are better ways to spend DC.
- Innovative. +15. Science percentage increases in cities. Science is good but once again I think there are better ways to gain science and better ways to use DC.
Bad.
- Vigilant. +9. Slower intrigue in cities. Intrigue isn't a problem. Bad trait.
- Spacefaring. +3. More orbital unit duration. Orbital units last long enough and are replaced easily enough. This trait just isn't good and is also has a low DC agreement.
- Defensive. +25. Combat boost inside friendly territory. You should not be defending, you should be attacking. So there is little room to use this trait. The potential DC is good but not good enough to make this a worthy trait.
[ Not entirely sure if this does apply to air units, but even if it did, it is still not good enough. ]
Militaristic traits.
Excellent.
- Efficient. +9. Extra production when building units. It is always good to produce units faster. Great for domination victories.
- Profiteering. +3. Better station trade yields. Trading with stations has the potential to be very strong thanks to Station Satellites and to Industry virtue that gives energy for trading with stations. Even with a low potential DC from the agreement, I think this is a top choice. An ultrasonic fence is absolutely needed to use this effectively otherwise aliens might destroy the trade convoys.
Good.
- Practical. +25. Lower maintenance cost for military units. It can make a difference with a lot of units and especially in energy focused strategies.
Average.
- Honorable. +9. Culture when killing units is good but the amount is too low for me to like this.
- Precise. +9. Science when killing units is good but the amount is too low for me to like this.
- Imperial. +9. Strength boost for units fighting outside friendly territory. This can be good but I am tempted to think that the success or failure of a war campaign will not be affected by this trait as the amount is still too low. Maybe if it were 10/20/30 instead of 5/10/15 it could have been a better trait.
Bad.
- Protective. +15. Extra strength for cities for each population. A good colony shouldn't need this but it's worth having it in mind for emergency cases or if some angered kraken or worm comes close to cities.
- Colonial. +15. City plots easier to buy with energy. I am of the opinion that there are better things to do with energy than buying tiles. The reduction amount is still too low to be worth it.
- Suspicious. +9. Fewer successful operations needed for spy level up. If spies couldn't level up quickly enough or if there was a higher limit for spy level than just 3, then this trait could have been good. As it is, it simply isn't.
- Integrated. +3. Fighting inside orbital coverage strength boost. Just no. The amount is too low anyway and the low cost of the agreement unlocked makes this trait certainly bad.
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