Game carrying: IND, PHI, FIN Generally useful: CRE, EXP, CHA Weaker in Iso: IMP, SPI Weak in Iso & peace: PRO, ORG, AGG This would assume deity and no map scripts/settings where you'd be settling a bunch of peacefully. I prefer PRO to AGG, so I'd strongly disagree with PRO being "by far the worst". Maybe a difficulty level thing, since on Emperor and below AGG warrior rushes can make winning trivial. I prefer HAs + archers to metal units when going on the early attack. In a construction attack siege is doing the heavy lifting so the bonus to axes is negligible. The thing making a catapult attack more attractive is the presence of ivory. After that we'd probably not want to attack for a while, but if forced to defend nothing beats PRO longbows, and once we get crossbows we'll have the best all around unit for stopping pillaging / going on the attack. In the gunpowder era I'd say (city defense + drill 1) > strength 1. Normally every city gets barracks while walls should only go in 0-2 cities. Building walls in cities that aren't attacked is a waste, and there can be benefits towards precisely timing your walls to stall the enemy. That said, PRO syncs up with an espionage economy, and if you were to decide to go EE then you'd build walls/castles in every city and PRO would come out ahead on hammers saved. EE syncs with PRO because of cheaper castles AND stronger drafted units, so Nationhood is a good choice for both. EE is an obviously good choice in NTT/AW games but also a good choice with some combo of: poverty, stone, a good target, and few trade possibilities. If you went EE for mass castles you wouldn't be going for Economics anyway since the critical path is Nationalism -> Constitution -> Democracy.