I wanted to make a post to generate discussion on how people decide which ancient era tree to use for their games. Looking at many of the photo journals or discussions in the forums I've seen a wide array of opinions and wanted to gather more of said opinions in one place. I'll lay out my philosophy on this and then others can tell me where I'm being stupid and put forth their own ideas. I figure healthy disagreement can potentially help people learn something new.
Tradition/Tall
Tradition is pretty obviously meant for tall play, IMO, and by 'tall' I mean settling few cities (3-5ish?) and planning to grow them to large populations, most importantly the capital. In order to grow tall you should have strong food/growth either through the terrain (tiles that can support farm triangles, especially freshwater ones) or through a civ's UA/UB/UI.
Tradition/tall is likely the best option if your civ has synergy/bonuses with working specialists. It also is likely the best option if your civ has synergy with building wonders, especially early wonders, as wonders are often built in a capital and tradition should best support a strong capital. Tradition/tall is also potentially the best option for civs with bonuses to growth simply by virtue of more easily solving the requirement of being able to grow tall and benefit from the extra specialist slots early on.
Civs that I would argue are most naturally tradition/tall:
America (it's UA is great for grabbing early wonders in a strong capital)
Arabia (synergy with birthing great people and building wonders)
Austria (synergy with birthing great people specifically in the capital)
Egypt (all about those wonders)
India (solves the growth problem by default so you can easily work all those extra specialists)
Korea (synergy with working specialists)
Obviously there are many others who could benefit from tradition/tall but these are the ones that I would argue are the most natural/obvious examples.
Progress/Wide
Progress is obviously meant for wide play, IMO, and by 'wide' I mean settling as many cities as possible/reasonable (6-10ish? Maybe more if room or opportunity allows?). In order to go wide you should have many suitable city locations and you need to solve the problem of increased tech/policy costs with each new settled city.
Progress/wide is likely the best option if your civ has synergy/bonuses with being able to make otherwise weak city locations strong, usually by virtue of their UI/UB/UA- this allows them to settle more cities that are a net positive. Progress/wide is also likely the best option for civs whose bonuses scale well with large numbers of cities or who have an easier time getting their secondary cities up to speed with infrastructure bonuses.
Civs that I would argue are most naturally progress/wide:
Carthage (free gold and lighthouses in new cities for rapidly making new cities stronger sooner)
China (a UA that scales well with more cities and a UB that makes new cities stronger sooner)
Indonesia (almost any location is a good one when you get 2 extra luxury tiles)
Morocco (almost any location is a good one when each city is surrounded by Kasbah)
Polynesia (almost any coastal/island location is a good one with Moai)
Shoshone (cities grab extra land to get to good tiles ASAP and a UI that also makes otherwise weak locations good)
Obviously there are many others who could benefit from progress/wide but these are the ones that I would argue are the most natural/obvious examples.
Authority/War
Authority is pretty obviously meant for war, IMO, and by 'war' I mean either conquering cities or killing enemy units. In order to focus on war you should have bonuses for conquering cities or killing enemy units through a UA/UB/UU and you also likely need to have barbarian camps or nearby CSs to feed on.
Authority/war is likely the best option if your civ has benefits from conquering cities or killing units or bonuses that make either activity easier. Authority/war is also likely the best option for civs with bonuses to having puppets.
Civs that I would argue are most naturally authority/war:
France/Japan (bonuses to make warfare easier and bonuses on taking cities or generating great general/admirals)
Greece (tons of culture as long as you're constantly killing units)
Rome (great at converting conquered cities into productive members of their empire and bonuses to killing units)
Sweden (lots of bonuses that just make warfare easier)
Aztec (bonuses for killing units and winning wars)
Zulu (lots of bonuses that just make warfare easier)
Obviously there are many others who could benefit from authority/war but these are the ones that I would argue are the most natural/obvious examples.
The civs that I did not list as natural/obvious examples are ones that I think have synergies with multiple play styles or who are somewhat generic and don't really lean toward any one play style. An example of a civ that I think has synergy to multiple play styles would be Portugal- their Feitoria can support wide because they make most coastal locations good but their trade route bonuses don't scale particularly well with more cities. An example of a civ that I see as somewhat generic that doesn't necessarily lean toward any one play style would be Poland- their bonuses don't really care that much about tall/wide/conquer as free social policies are just universally useful.
Tradition/Tall
Tradition is pretty obviously meant for tall play, IMO, and by 'tall' I mean settling few cities (3-5ish?) and planning to grow them to large populations, most importantly the capital. In order to grow tall you should have strong food/growth either through the terrain (tiles that can support farm triangles, especially freshwater ones) or through a civ's UA/UB/UI.
Tradition/tall is likely the best option if your civ has synergy/bonuses with working specialists. It also is likely the best option if your civ has synergy with building wonders, especially early wonders, as wonders are often built in a capital and tradition should best support a strong capital. Tradition/tall is also potentially the best option for civs with bonuses to growth simply by virtue of more easily solving the requirement of being able to grow tall and benefit from the extra specialist slots early on.
Civs that I would argue are most naturally tradition/tall:
America (it's UA is great for grabbing early wonders in a strong capital)
Arabia (synergy with birthing great people and building wonders)
Austria (synergy with birthing great people specifically in the capital)
Egypt (all about those wonders)
India (solves the growth problem by default so you can easily work all those extra specialists)
Korea (synergy with working specialists)
Obviously there are many others who could benefit from tradition/tall but these are the ones that I would argue are the most natural/obvious examples.
Progress/Wide
Progress is obviously meant for wide play, IMO, and by 'wide' I mean settling as many cities as possible/reasonable (6-10ish? Maybe more if room or opportunity allows?). In order to go wide you should have many suitable city locations and you need to solve the problem of increased tech/policy costs with each new settled city.
Progress/wide is likely the best option if your civ has synergy/bonuses with being able to make otherwise weak city locations strong, usually by virtue of their UI/UB/UA- this allows them to settle more cities that are a net positive. Progress/wide is also likely the best option for civs whose bonuses scale well with large numbers of cities or who have an easier time getting their secondary cities up to speed with infrastructure bonuses.
Civs that I would argue are most naturally progress/wide:
Carthage (free gold and lighthouses in new cities for rapidly making new cities stronger sooner)
China (a UA that scales well with more cities and a UB that makes new cities stronger sooner)
Indonesia (almost any location is a good one when you get 2 extra luxury tiles)
Morocco (almost any location is a good one when each city is surrounded by Kasbah)
Polynesia (almost any coastal/island location is a good one with Moai)
Shoshone (cities grab extra land to get to good tiles ASAP and a UI that also makes otherwise weak locations good)
Obviously there are many others who could benefit from progress/wide but these are the ones that I would argue are the most natural/obvious examples.
Authority/War
Authority is pretty obviously meant for war, IMO, and by 'war' I mean either conquering cities or killing enemy units. In order to focus on war you should have bonuses for conquering cities or killing enemy units through a UA/UB/UU and you also likely need to have barbarian camps or nearby CSs to feed on.
Authority/war is likely the best option if your civ has benefits from conquering cities or killing units or bonuses that make either activity easier. Authority/war is also likely the best option for civs with bonuses to having puppets.
Civs that I would argue are most naturally authority/war:
France/Japan (bonuses to make warfare easier and bonuses on taking cities or generating great general/admirals)
Greece (tons of culture as long as you're constantly killing units)
Rome (great at converting conquered cities into productive members of their empire and bonuses to killing units)
Sweden (lots of bonuses that just make warfare easier)
Aztec (bonuses for killing units and winning wars)
Zulu (lots of bonuses that just make warfare easier)
Obviously there are many others who could benefit from authority/war but these are the ones that I would argue are the most natural/obvious examples.
The civs that I did not list as natural/obvious examples are ones that I think have synergies with multiple play styles or who are somewhat generic and don't really lean toward any one play style. An example of a civ that I think has synergy to multiple play styles would be Portugal- their Feitoria can support wide because they make most coastal locations good but their trade route bonuses don't scale particularly well with more cities. An example of a civ that I see as somewhat generic that doesn't necessarily lean toward any one play style would be Poland- their bonuses don't really care that much about tall/wide/conquer as free social policies are just universally useful.