worst (and best) leaders for players

I started as Hatty as my favorite and I finished with Hatty. I liked Liz for a while due to the two awesome traits but those two traits can very often be at cross purposes (do you wanna grow cottages or run specialists?) The map needs to be right to really get the most out of both, which is fine for me as I reroll maps like a human mapfinder but I got a bit sick of that and things became repetitive. I also came to realise that eating 2 or 3 nearby AI is way stronger than any trait (just need to learn a bit of economy to not crash it) so all I have to do is reroll maps until I get horses (capital bfc preferably) and it's all over for my poor immediate neighbors.
 
Worst IMO:
Saladin-- Nothing , bad starting techs, Madrasa and UU have some obscure niches
Tokugawa-- Worst traits, UU/UB are alright but come rather late
Boudica-- Terrible Staring techs, bad traits, garbage UB, UU has some niche and doesn't need iron. Honestly would rather take Tokugawa over her in various circumstances, and Brennus in all.
Alexander-- Only PHI. Bad starting techs, decent UB, UU is largely irrelevant unless you feel like not building a spearman. Would never take him over Pericles.
Charlemagne-- Bad Staring Techs, great UB, terrible else.
Washington-- Okay traits, nothing else. The other 2 American leaders have strong traits combos to compensate. Would never take him over them.
Hammurabi-- Terrible traits, mediocre UU. Starting techs and a good UB keep him afloat.
Mao-- Expansive is alright, Chokonus have niche use, but hard to leverage. Carried by China's good starting techs. Would never take him over Qin.

Really you don't like washington? I think he's one of the best americans. Roosevelt is probably a tad better but for early expansion washington is a beast with extra happy cap and fast workers and granaries. America's ub and uu suck though so there's that. Would've been way cooler if america's uu was something sooner like minute-man, a 2 move rifle or a lower cost to produce or something.


I think Shaka is interesting too. Some people may be like "AGG, Thumbs down!" but I think when a Civ is capable of unique things that usually turns the tide in your favor. eg. Sitting Bull guaranteed anti-barb without tech detours is why I think him being bottom tier is absurd.... unless we start on an iceberg. Impis being 2 move just confuses the hell out of everyone. This is also why I look favorably towards the Jag Warrior too, because sure it has less strength than a swordsman it just has a different role. Though I guess I rarely build vanilla Swordsmen anyways so the loss of a 6 str Swordsman isn't really a loss to me.

And of course the Zulu UB being a mini-courthouse. Everyone always talks about the Rathaus, but this gets ignored for some reason.

And pray tell what role is that? What would you possibly use a jaguar for over a regular axe? They're like weaker axes with woodsman promo and resourceless.

Anyway I forgot about starting techs, which really does kick charles down a notch.

I don't get why philosophy is so good. Doesn't it over the course of a game net like 1-2 more great people only? I thought someone said once that's about average benefit. I guess speed in getting your first 1-2 out can make a big difference, but I consider it like middle of the pack trait. If I were to rate traits I'd make four tiers:

Best- financial, organized
Second tier, above average- expansive, creative, charismatic, industrious
Third tier, average or a tad less- philosophical, spiritual
Fourth tier, below average- imperialistic
Last place just not very good- aggressive, protective

I don't think mongols are that bad, but you basically must horse rush with gers so they're like a 1 trick pony, pun intended.
 
Best- financial, organized
Second tier, above average- expansive, creative, charismatic, industrious
Third tier, average or a tad less- philosophical, spiritual
Fourth tier, below average- imperialistic
Last place just not very good- aggressive, protective

I don't quite agree with this.
Top tier: Financial, Industrious, Spiritual, Expansive, Charismatic, Creative, and Philosophical are all quite helpful and relatively straightforward to leverage.
Not horrible but not quite top tier: Organized. It's ok.
Marginally better than Protective and Aggressive tier: Imperialistic.
Bottom tier: Aggressive and Protective.
 
Organized saves you tons of money in large empires on civic costs, it can save you more than financial gains you even in some cases, and cheap courthouses are very powerful in large empires. I play on large and huge maps so maybe that's why I favor it so much.
 
Aggressive a bottom tier trait? Ranked alongside protective? I strongly disagree. It provides a free first step to better promotions, and guarantees your melee and gunpowder units will be better than your opponents' out of the gates, assuming you've also leveraged your 100% quicker barracks building bonus. It's synergy with charismatic is very well worth noting too.
 
Really you don't like washington? I think he's one of the best americans. Roosevelt is probably a tad better but for early expansion washington is a beast with extra happy cap and fast workers and granaries. America's ub and uu suck though so there's that. Would've been way cooler if america's uu was something sooner like minute-man, a 2 move rifle or a lower cost to produce or something.

Well, America is just not a good civ since it's like having no UU/UB. Roosevelt has a trick with the GLH which makes him a bit special and that's about it.

To be fair, I forgot about Germany too, which also doesn't have any UU/UB practically. The leaders' traits are pretty good though.




And pray tell what role is that? What would you possibly use a jaguar for over a regular axe? They're like weaker axes with woodsman promo and resourceless.

Woodsman II has some applications with the mobility, much like Keshiks. It's not huge, but since I'm not a fan of vanilla swordsmen anyways, it's like something extra.Woodsman III gives you an early medic, and that is something harder to get.

I don't get why philosophy is so good. Doesn't it over the course of a game net like 1-2 more great people only? I thought someone said once that's about average benefit. I guess speed in getting your first 1-2 out can make a big difference, but I consider it like middle of the pack trait. If I were to rate traits I'd make four tiers:

"Over the course of the game" is not very important. Not chopping a forest would also yield more production over time, but why do we chop it? It's because we need production now. The first few great people are the most important so you can get a tech edge, such as an academy or even a philio bulb. If you can get Taoism that would discourage the AI from trying to go up that tree.
Best- financial, organized
Second tier, above average- expansive, creative, charismatic, industrious
Third tier, average or a tad less- philosophical, spiritual
Fourth tier, below average- imperialistic
Last place just not very good- aggressive, protective

I'm thinking

Best--Fin
Well, should be obvious. Not only does it make cottages better, but also any high commerce tiles also benefit. As a side note, it also makes coast less crappy so it's pretty flexible overall. It often starts out good and ends up even better.

Great-- PHI, IND
Some special circumstances make them better than Fin, especially if your land is horrible. IND can get wonders or more fail gold when not possible normally, especially if you come across a resource. PHI means faster academies, faster bulbs, extra bulbs, and only requires a bit of food. The absence of a PHI/IND leader is also somewhat telling....

They do take more work to get mileage as opposed to FIN or even Cre/EXP though; with IND being harder to use both for the noob trap of mass wonders and also fail gold shenanigans. And they don't have the staying power of FIn too, as well.

Good- CRE, EXP
These traits help your early game almost immediately and are very forgiving, making them a good choice for new players. Creative allows you to avoid monuments, mystiicsm, or even prudent city placement. Many new players like to place the "best" city long term as opposed to what would help them out in the present. CRE lets you literally have your cake and eat it too. Also the additional defense and fatter borders means for easier defense which also helps out. Also libraries which again a shoutout to Pericles, who would have been up there had Greece not been so so-so.

Expansive is faster grainaries and workers. The health is actually nice late game too.

Despite all the good things I said, these traits also lose steam past the early game, so they are not top tier as a result.

Decent-- SPI
This is a hard to rate trait. In terms of practical application, it doesn't offer that much. If you think about it, you don't go into anarchy that much anyways. But then again, that's because you don't want anarchy. Because diplomacy is so powerful in this game and SPI can have you flip flopping like the sleaziest of politicians, it's rather strong for this reason especially if the AP/UN comes into play, or begging for peace treaties. Of course, there's also many cases where it's not that great-- aka you're isolated/semi-isolated with someone hostile anyways. But it can be broken if the opportunity allows.

Ok - CHA ORG
These can be nice to have. and usually help out a bit consistently across the course of the game but I don't consider them essential. They can be strong if you play to it. Charismatic gives you extra happiness which means more room to do something of your choice. Organized makes your maintenance problems a bit better but I don't value it that highly since usually I don't really settle cities that far out for it to be a problem early on, but it does have some value if you conquer a lot. I usually like these as a secondary trait. Aka, one paired with one of the above, it's usually nice. Much less if it's paired with one of the below. Literally the difference between the 2 Celt leaders.

I probably would like organized better if I ran corporations or something, but that just never comes up.

Shrug-- IMP
GGs are fun. Occasionally you may spawn on a crappy peninsula and you MUST get that settler out. This is where IMP helps.

Bad-- AGG Helps against early barbs and wars, otherwise whatever. As a side note, this is where I must boo Firaxis for giving Quechas combat I as well, which affords them a similar advantage.


Might as well not be there-- PRO Unless you're Sitting Bull. Or maybe Qin, but generally you don't want them to march up to your city. However, there's certain terrain especially against super aggressive neighbors where a hilled city will save your life.And maybe you don't have strategic resources.

Of course that isn't the whole story. You have stuff where the trait syergizes with the UU/UB, say Shaka's Aggressive and Ikhandas. Then you have Wang Kon who's financial, but seems pretty mediocre anyways. And there's sometimes odd/bad spawns where the worse traits suddenly become useful.
 
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SPI is interesting even outside diplomacy (where it offers much - specially with chances to bribe somebody to.... make another AI "big target" not you so you can stay safe with just 10 warriors :D )
But... player with it can run Caste+Pacifism and same time still whip units (can add Theo for extra 10% power for these turns) and pre-earn failgold (you can whip stuff during Slavery window in any city that is doing that and switch to Wealth, you can finish that stuff for next 10/20 turns before hammers start to decay so can have lot of cities making big money from whips even when already in Caste). Can run Bureau overall and still Draft units for some (5T or whatever) time.
 
Imp helps in tuff and somewhat special situations, it's usually great if you start in a pangaea middle surrounded by high level AIs.
I feel it's also underrated for rushes, when armies are still smaller & promos make a huge difference, warlord xp is super valuable.

I def. rate Spi as very good :)
It's biggest strength is imo not actually diplo, thou that's also good, but switching between Caste & Slavery, and some other Civics where you sometimes want one or another. Plus no anarchy for basic switches like slavery after bw, the combined saved turns and benefits from easier GP generation i.e. easily chase bonuses like FIN imo.
 
It's also one of the better traits for culture (Ironically more so than creative) because it lets you build all those temples you need for cathedrals.

Also, I have never really placed much values on promotion boost traits. I do know they help early game for obvious reasons, but in general most attacks against the AI are going to be one of the following:

1.) A mobile war with a burst of advanced units that run over stuff like cuirs vs longbows. Agg only has the barracks to contribute for this. Pro has nothing, and Cha actually wins.
2.) A siege war with lots of siege where the purpose of your units its really to just escort cannons and clean up.
3.) A late game ending blow involving masses of air power, nukes, and other stuff that makes individual unit to unit combat largely irrelevant.

I just can't imagine a situation where "My rifles have an extra promotion over yours and hah!" because you generally want to smash down everything with siege and then it hardly matters what promotions your rifles have. As the game goes on and you start hitting stuff like air units (ironically when Toku's bonuses start to kick off), the power of an individual unit starts to matter less and less.

Even at tech inferiority where promotions do help, say overwhelming a nonmilitatristic civ's smaller infantry army with your pinch promoted cav, I'd probably want a trait that allows me the economy to make more things.


Essentially, of AGG/PRO seems to help the most when you're warring when you really shouldn't have started the war in the first place. Of course, it is nice to have someone DoW on you and you have the power to beat them on the field, but those generally aren't worth dragging out. Sure, there's always the one time your 2 Toku Axeman got upgraded to Machine Guns and wiped up 20 archaic units, but then again had you had a better leader (Say Cyrus, where you'd enjoy super units anyways) maybe you wouldn't even be in the situation to begin with.
 
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I wonder how many promotions Agg and Pro would need before people started valuing them highly. C2 would give you Commando troops at 10XP. What would we need to make Agg and Pro top tier traits without giving them economic benefits?
 
Commando requires Military Science though, so not of use in early game. Starting with C2 would allow C3+march at 5xp, which should be pretty powerful in early wars.
 
I wonder how many promotions Agg and Pro would need before people started valuing them highly. C2 would give you Commando troops at 10XP. What would we need to make Agg and Pro top tier traits without giving them economic benefits?
For AGG, put promotions on all units, at least. Cheaper stables would be nice too. Still wouldn't make it top tier. Maybe a reduction in war weariness?
Not sure what would really help with PRO TBH. Cheaper units?
 
Sitting bull... bleh, he has pretty bad traits. Protective most consider worst in game, and philosophy is ok, but not usually a top trait unless combined with something else. His uu is basically a weaker axeman. They get a slight advantage vs other axes, but will suffer vs archers a lot more, and since AI usually spam archers, that's not a good thing. Being resource-less is good, but I don't find many games where I can't access copper. Iron is usually harder to come by. UB is like doubling down on his protectiveness, enchaning archery units further. I suppose you could do some sweet archer rushes? :lol:

Sitting Bull is PHI, which is more than enough to make up for any other shortcomings (it's IMO *the* most powerful trait in the game if you know your bulb paths, and many other more experienced players rate it top 1-3 as well). But specifically, Sitting Bull is a good example of actually being able to put the PRO trait to some use other than picking fights with Muskets/Rifles later: with Totem Poles, his boosted PRO archers are quite difficult to overcome in strong positions, leaving you little to fear from pushy AIs. Combine this with guaranteed Axes in Dog Soldiers for countering melee (which they do better than any other Axe UU), and you have a very safe start on any map until mounted units better than Chariots show up. I would still rather have AGG (basically gives you a different means to the same end in slightly stronger early units) but it can work if you bait the AI to attack poor targets.

Further, PHI is possibly the BEST trait to pair with such a defensive leader, much better than Wang's FIN if you're feeling the border squeeze, as teching via GP bulbs requires very little in the way of land to utilize (just a bit of surplus food in even a single city) so long as you are a shrewd trader and diplomat. Starting off with either Mysticism or Mining would have helped his case a bit more by allowing faster UU/UB access, but as it stands, Fishing/Agriculture is an adaptable start that lets you take advantage of any food resources quickly --before your worker pops, if needed -- which is still better than several leaders and makes him, again, quite adaptable to any map due to his safety. As difficulty goes up you only get more return out of his PHI trait as AIs tech faster (more value for your bulbing trades) and potentially more scenarios for PRO or his Dogs to keep you alive.

Think of how annoying Sitting Bull is in a given game because of these strengths. He tends to hang around to be a thorn in the side for quite awhile. Now imagine a player utilizing them to their fullest potential. He's at least a good leader, if not a great one.


As for my opinions regarding the topic at hand: I used to firmly cast Toku as the worst, but AGG and the Wheel start isn't a total loss and his Rifles are an insane payoff for less help early on. Now it's pretty much Burger King or the Salad Man as the razzie for me. I also tend to do rather poorly with Boudica (trait combo can't save poor techs, poor UU/UB) and Mao (can't ever seem to get his Cho-ko's rolling as easily even though China's tech start and UU are good). I actually do pretty good with Washington (all the Americans are decent, really, but different niches) because CHA/EXP is a great early war combo similar to what Shaka does.
 
SB is definitely very strong, I would say definitely above average.

If he were AGG instead of PRO and didn't start with fishing; would be pretty sick.
 
SB is definitely very strong, I would say definitely above average.

If he were AGG instead of PRO and didn't start with fishing; would be pretty sick.
Yes, I'm still fairly green to all the bulbing shenanigans ( I learn by trial and error, it takes awhile) but from what I gather, starting with Fishing is actually a burden for PHI leaders, or any game/leader where you want to pump lots of GS quickly -- the Sailing line mucks up your options and limits your bulb flexibility a little bit.

PHI is such an amazing trait, especially if you control some Marble for NE or the Great Lib. Granted, I play at lower difficulties (just foraying into Monarch recently, 2 for 3 so far) but playing around with bulbs has taught me you can do some crazy stuff like
-rush to Pacifism and use Taoism to run it immediately for further GP with a GS bulb
-bulb Civil Service with a rogue Great Prophet (maybe from Oracle, Moai, or something) by avoiding Monarchy (i think that's how that goes)
-the whole GS for Paper> Education thing helping to speed up Lib race
-Actually bulbing Lib itself with the proper tech standing (need Divine Right+Drama and Music for a Great Artist, I forget how to use a GS but it's possible and a GP too)
-Rushing up to Emancipation for cottage spam using GAs to bulb Constitution and Democracy (cool move when you're on your own continent)
-GS up the Fishing line to get fast Astronomy when isolated, which is a lifesaver

Such utility and PHI is the trait that strengthens it. I was never a strong proponent of early cottaging, at least en masse, but you can cut even more by bulbing or doing the bureau cap thing with an academy and GS to get you on your way to Lib.
 
I have recently fallen in love with Asoka. The combination of SPI, ORG, and the fast worker makes for an incredibly flexible leader. He can be aggressive due to quick chops and ORG helping pay for early expansion. He can REX like crazy due to ORG and using caste for border pops or temporary merchants to fund expansion. Cheap courthouses help recover from land grabbing whether through war or peaceful REX. Even the UB has some synergy with a draft-based war. The UB is even better if you're using espionage to keep up in tech while using a drafted army to take land.

Asoka might not be the optimal leader on a given map, but he can do well on any map, whether it's open, crowded, coastal, or land-locked. He's also good at all stages of the game. Most of my games don't last until assembly line, but cheap factories are really noticeable if you're ever building them.
 
I have noticed a paradox. The lower level you play, the less ORG benefits you (because maintenance costs are lower). However, the lower level people play the more they like ORG. I could be wrong of course, but that's the feeling I've gotten over the years.
 
I have noticed a paradox. The lower level you play, the less ORG benefits you (because maintenance costs are lower). However, the lower level people play the more they like ORG. I could be wrong of course, but that's the feeling I've gotten over the years.

Deity players certainly ranked Organized much higher earlier (like pre-2010). Read several posts from top level players who whined about how the newbs didn't get Organized. Now it's the other way around.

I wonder if it's because top level players tend to build even less buildings than they used to. Like the popularity of courthouses have fallen a lot. I feel that earlier it was much more normal to REX so hard that your economy crashed and therefore you would want all the tools to recovery in time for the Cavalry-breakout. With such a strategy (hard rex, and then tech all the way to rifling) Organized becomes more attractive. These days people don't tend to crash their economy as hard, top level players are also much better at exploiting alternative gold sources.

And I believe that is important. Yes, civic costs scale with difficulty, but it's only at the very top end you see players really being able to exploit alternative gold sources. If you don't do that, but rather play a more basic and safe strategy then again Organized looks better.
 
Deity players certainly ranked Organized much higher earlier (like pre-2010). Read several posts from top level players who whined about how the newbs didn't get Organized. Now it's the other way around.

I wonder if it's because top level players tend to build even less buildings than they used to. Like the popularity of courthouses have fallen a lot. I feel that earlier it was much more normal to REX so hard that your economy crashed and therefore you would want all the tools to recovery in time for the Cavalry-breakout. With such a strategy (hard rex, and then tech all the way to rifling) Organized becomes more attractive. These days people don't tend to crash their economy as hard, top level players are also much better at exploiting alternative gold sources.
I think it's mainly that players have learned so many alternative ways to earn gold for upkeep. And yes, courthouses are not very popular nowadays. But another big reason might be that deity players now give much more value to traits that help you get out of tough situations. In tough games IMP or PRO can be a lot more useful than ORG, as has also been mentioned in this thread. ORG is pretty much a win harder trait. It only really starts to shine when you have quite a sizeable empire. At that point the game is usually already won. It doesn't do very much to help you reach that position.
 
I have noticed a paradox. The lower level you play, the less ORG benefits you (because maintenance costs are lower). However, the lower level people play the more they like ORG. I could be wrong of course, but that's the feeling I've gotten over the years.

It really comes down to the fact that usually the first few cities you make don't require courthouses at all. If say, you're teching off of 10 cities to get to lib---> steel or MT, then how many cities will have built a courthouse? If you're not ORG, the answer might actually be 0 and you're building wealth instead. And a lot of times on higher difficulties you won't be able to get so many cities unless you pack them more tightly. A common beginner problem is to settle too far apart and not making good use of land, as well as paying more maintenance so that is maybe why organized is popular in those cases.

And if you do break out, it's also likely the enemy has built courthouses in the cities you captured. In in any case if you're going to do a renaissance break out, State Property actually isn't that far away and that would make any investment into courthouses or forbidden palace meaningless anyways.

I also think there might be a continents/pangea bias too. Separate landmasses would benefit ORG a bit more. As with larger maps, but then maintenance scales with size too.
 
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