Which traits are the best?

Industrious and Organized For the Win!
 
>Unless wonders have become far less powerful

They have. The wonders are generally quite a bit watered down from CivIII. Plus, you can't switch production once it has begun, making it impossible to pre-build, or to switch from one wonder to another if you get beaten in a wonder race. It will be much more difficult for any one civ to monopolize a large number of wonders, with or without the industrious trait.

My analysis suggests that organize will give much less of an economic boost than financial in the late game when cities are more developed. This was addressed in the other thread.

You guys who are still thinking in CivIII terms are going to get annihilated in MP. This isn't CivIII anymore, it's a completely different animal. :cool:
 
You may be right... One can never have enough gold;)

But I think the fact that there is no switching over from one wonder to the next makes the wonder building bonus more valuable, not less. If you and an opponent are at a similar tech level, and he has the bonus and you don't, you're just going to be wasting production in a wonder race.


I'm thinking the Americans are looking pretty nice right about now.



Axis and Allies is an awesome game too:cool:
 
knupp715 said:
I think the best traits all depend on your play style and what your current goal is. (Like AKs K said) (hey I got your name right) My first game is going to be as France with Napoleon because I like those industrious and agressive traits.
I appreciate that ;). I find it tough to decide the traits when I dont know all the aspects of the game.

I feel that the industrious trait might be a waste. If an other civ has the special resource that will give the 100% production then speed 50% will not make the difference unless you also have this resource.

The financial trait and the organized trait seem to overlap a bit. This makes it crucial that they are balanced.
The bonus from the financial trait will be most significant when your cities are a bit developed. Then(/if) you get towns and have the the free speech civic the bonus will proportional wear off. If you have a lot of costal cities the bonus will still be significant.
The organized trait will require high upkeep civics to have the most effect. Young large empires will benefit most from the dobule courthouse production. I still dont know the effect of the lighthouse. So this will be a good warmongering trait. It will anyway require a large empire to hav the greatest effect.

Sidenote: If the ecology civic gives you health immunity it will make the expansionist trait irrelevant. So I only hope that ecology gives a bonus to health instead.

Sidenote2: The spiritual trait gives double production bonus to temples and cathedrals (also the no anarchy bonus). I cities with multiple religion will be a large benefit when having this trait will be great since you can build multiple temples and cathedrals in a city. (Thanks to Ex Mudder for this insight).

I wont consider the aggressive, the creative or the philosophical trait here.

@WoundedKnight: Thanks for the link.

Aks K
 
Aks K said:
I appreciate that ;). I find it tough to decide the traits when I dont know all the aspects of the game.

<snip>

Sidenote2: The spiritual trait gives double production bonus to temples and cathedrals (also the no anarchy bonus). I cities with multiple religion will be a large benefit when having this trait will be great since you can build multiple temples and cathedrals in a city. (Thanks to Ex Mudder for this insight).

Aks K

The other benefit of the Spiritual trait is most apparent in early games (not "early in the game" but "your first few games"). You will be able to freely experiment with all the civics without losing turns to anarchy. I don't know what 2 traits you will ultimately decide upon, but playing at least one game as Spiritual and testing various combinations of Civics is probably a good idea. Once you know which civics you want, then you can play a civ w/o Spiritual and just change Civics when needed.

Doing so will also give you experience with the game so you can make a more informed choice in the next game as to which trait is optimal for your playing style.

And I think Spiritual only doubles temple production speeds, but I've seen screenshots that say both. Doubling Cathedrals is probably overpowered, esp. as I think they are already doubled by marble (dunno where I saw that tho) and that gives you a potential 14 structures per city with doubled production - instead of the 1 or 2 from other traits. Double production of 2-3 temples per city (average) is more balanced.
 
Aks K said:
Sidenote: If the ecology civic gives you health immunity it will make the expansionist trait irrelevant. So I only hope that ecology gives a bonus to health instead.
Ecology is one of the very last technologies that can be researched. I don't think that the Ecology Civic is going to make the Expansionistic Trait useless at all.
 
I did search the forum before I started this thread!
 
This is real hard to call untill we get our grubby hand on the game next week.

Organized and Spiritual look good to me at the moment - maybe :)
 
Melendwyr said:
Ecology is one of the very last technologies that can be researched. I don't think that the Ecology Civic is going to make the Expansionistic Trait useless at all.
Well irrelevant in the late game anyway and if you choose the ecology civics.

Aks K
 
I looked at the leader choices, and noticed Montezuma's are agressive and spiritual. which would allow for switching easily from a peace civic to a war civic. Looks like one I will try, just to see how it works. Might make the Aztecs more interesting to play. A warlike society with no anarchy....hmmm.
 
I am just going in random the first few games and see what happens.

If the game has balance you can use any trait to benefit and be good.

Not like civ 3 where expansionist was only useful in large maps, seafaring on archipelago, even agricultural was bad if you werent near any rivers.
 
Aks K said:
Well irrelevant in the late game anyway and if you choose the ecology civics.
The *very* late game. Expansionist civilizations will reap the benefit of their +2 Health for the vast majority of the game.
 
I think I might change my mind now after reading this [pimp]
From Solver’s Preview:
Clever use of promotions, siege weapons and the city defense (which, incidentally, is also boosted by culture) will make it quite possible for a smaller nation to repel the invasion of a bigger aggressor.

I really like to added benefit of defense with the Creative trait so maybe I'll play as Kublai Khan (Aggressive & Creative).:sniper:
 
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