Thoughts on Imperialistic and Expansive traits?

Expansive needs to be brought up to +3 health and 50% worker production bonus, but otherwise it's fine. Health is even more important in BtS late-game, and cheap granaries are amazingly useful when you can whip them for 1 pop.

Imperialistic is a little weak, since you can compensate for lack of high promotions with numbers. I've given them cheap Custom House, Jail and Intelligence Agency to give the trait some sort of use late-game. The 50% settler bonus would be so much better if it applied to food, but since it doesn't you get cheated a little.
 
Expansive needs to be brought up to +3 health and 50% worker production bonus, but otherwise it's fine. Health is even more important in BtS late-game, and cheap granaries are amazingly useful when you can whip them for 1 pop.

Expansive also lets you thrive in jungle settings where other civs might fail; hence its assignment to the Mayan and Khmer leaders.
 
I found that for me, imperialistic works (best) with creative (early land grab)
and expansive works great with industrious, especially if you tech along that route (cheap forges as early as you can, and build them basically everywhere)

Then again, I still play on noble. :blush:
 
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