What leader traits do you prefer?

** By using civics to your advantage - moving into Theocracy & Vassalage for army building is like gaining AGG AND PRO for your forces.

Except that the next 3 promotions won't cost 10xp.
 
I've always like spiritual, but I just dont like the civs that utilize it TBH.

Another question tho, do you guys prefer to play just at random draw? Or pick specifically? I've always specifically picked mine and randomized everything else.
 
It depends on my goal for the game. If I'm trying to make myself better by playing something I'm not familiar with, I go for a random leader. If I'm looking for a nice game with an almost assured victory unless I screw up big time, I pick my favorite civ, which is Zara of Ethiopia. I am *badly* addicted to being a nice passive techer until Gunpowder and then going berserk with Oromos and demolishing anyone who ever begged for a free tech, had the temerity to found a city next to me, made friends with a civ I planned to demolish, foolishly built a unit which could have been used against me, etc. :) I almost always go with a standard sized fractal map with the default number of civs, however.

-Sinc
 
My own top 10":

1.
Expansive (best of all traits imo) permanent health and early fast development - chopping workers is neat thing, considering that majority of exp leaders tsart with mining. W-War/S or W-W-S is incredibly powerfull for highter levels

2. Creative (extremely powerfull with Imp or Exp) - Very serious boost, have some certain traits synergies :D
3. Imp - because of its synergies and REXing potential.

(So far - Cathy, Joao, Sury a teh monsterz, though their UUs or very specific or come late (Cathy))
4. Spiritual – Great Trait, saves a lot of turns and allows great flexibility.

5. Financial
6. Philosophical
both great economical traits but will not help to survive in certain situations. Too capitalis for me :P

7. Chm - usefull good trait, xp counts and +happy . Great synergy with Imp (Cyrus).
8. Agg - too plain. I prefer other traits, because this is too narrow, and while it provide great military advantage it can be outmaneuvred by other certain traits.
9. Pro - defences, drill line... well ok
10. Ind.... - i am not big fan of building long time stuff. I always prefer to conquer my wonders. :P
 
Charismatic and Industrious are my two faves. Lower xp thresholds for quick leveling up, early extra :), cheap forges for even more :) and hammers, quicker access to the wonders that I want; it's a pretty nifty combination, and one of the reasons why De Gaulle is one of my favorites in an unrestricted leaders game (DeGaulle of Spain is so much fun).

@TMIT: Why the emphasis on Amphib in your post? Have you become enamored of Troy's Amphibious Elephants? :lol:

More like amphibious gunpowder that the AI absolutely can't handle. Without it you have to wait for marines...not that I mind using marines.

I can't count the # of LHC or continents games where I simply only attacked off the ships until the target capitulated, then moved on. This includes the most recent LHC, where I basically just circled civs and burned cities until they quit, one after another, until I won conquest. It's very fast. The AI can't properly garrison any one city so it's always an attack vs like 4 units or less. If they have a SoD it has trouble keeping up, or scatters, or just picks its nose while you raze 1/2 to 2/3 of their cities.

Interestingly Mongolia and CHA can get amphibious elephants using just vassalage/theo, although practical applications are very rare...
 
More like amphibious gunpowder that the AI absolutely can't handle. Without it you have to wait for marines...not that I mind using marines.

I can't count the # of LHC or continents games where I simply only attacked off the ships until the target capitulated, then moved on. This includes the most recent LHC, where I basically just circled civs and burned cities until they quit, one after another, until I won conquest. It's very fast. The AI can't properly garrison any one city so it's always an attack vs like 4 units or less. If they have a SoD it has trouble keeping up, or scatters, or just picks its nose while you raze 1/2 to 2/3 of their cities.

Interestingly Mongolia and CHA can get amphibious elephants using just vassalage/theo, although practical applications are very rare...

Yeah, this is one of my sick strats, also. I just did it yesterday to Willem, actually. I pack Galleons with Amphib Rifles, and just cruise around sacking and pillaging until capitulation. Works great until MGs come in; then I just use Marines and Carriers. Same result.

Of course, Amphibious Elephants are the superior.
 
I have begun to appreciate AGG a lot lately, playing emperor/immortal. In crowded games, the promotion versatility is very very good. Makes it easy to make a stack that can absorb almost anything in the ancient-medieval times. Cheaper barracks may seem weak, but if you are building them early, the small amount of hammers saved compared to cheaper later era buildings adds up to a good development trait.
If the game isnt crowded, and early war is not practical, then the Agg warriors help a great deal in exploration and barb control. Cover after killing just two lions means that barb archers are much less of a problem, and it opens up the option of skipping some early defensive techs to get, say, alphabet earlier.
All in all, AGG works efficiently early enough that it makes a big difference in the long run.
But my favourite trait is still CRE, for all the reasons other people have listed.
 
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