Seems to me that most people here consider the philo. trait to be one of the best. Perhaps it is just me but it seems to make you fall into a trap of having to build wonders. Wonders generate GP points and that's the main advantage of having the trait. On low levels that isn't much of a problem. However, on the higher levels it seems to set me back. I've been playing with Liz for awhile on prince. I find you get people trying to pick you off since you're defense isn't as strong because you spend countless turns making wonders.
Just as in previous games I think you fall into a trap trying to go after wonders. Sure there are some that are worth while. But with a philo. leader you need lots to effectively use your trait.
I think there are 3 combinations of traits that go really well together. Fin. and culture seem to logically go together if you want to play a religous game. Reason I say this is because religion brings in tons of money and when you're financial you can dominate the money aspect. As for Cultural, I think it goes well because you start taking over people's land peacefully.
If you want to play the GP game then it seems industrious and philo. work perfect together. You get the ability to quickly build wonders and get more GP from it.
The final strategy would be warmongering. Personally I think spiritual is a great help here. You can switch in and out of civics without the loss of production. So, you can have small tactical wars to take over certain areas instead of lengthy wars.
Granted your play style has a lot to do with your choices. But, I think philo. isn't as great as people make it out to be. I think Fin. is the best and then the rest of the traits depend on your particular play style. However, if you want to go for GP's I think fin and philo is a bad choice.
Just as in previous games I think you fall into a trap trying to go after wonders. Sure there are some that are worth while. But with a philo. leader you need lots to effectively use your trait.
I think there are 3 combinations of traits that go really well together. Fin. and culture seem to logically go together if you want to play a religous game. Reason I say this is because religion brings in tons of money and when you're financial you can dominate the money aspect. As for Cultural, I think it goes well because you start taking over people's land peacefully.
If you want to play the GP game then it seems industrious and philo. work perfect together. You get the ability to quickly build wonders and get more GP from it.
The final strategy would be warmongering. Personally I think spiritual is a great help here. You can switch in and out of civics without the loss of production. So, you can have small tactical wars to take over certain areas instead of lengthy wars.
Granted your play style has a lot to do with your choices. But, I think philo. isn't as great as people make it out to be. I think Fin. is the best and then the rest of the traits depend on your particular play style. However, if you want to go for GP's I think fin and philo is a bad choice.