Your single favorite leadership trait?

Favorite Single Leadership Trait

  • Philosophical - 100% Great People Birth / Fast University

    Votes: 14 6.2%
  • Aggressive - Combat 1 Promo / Fast Barracks & Dry Dock

    Votes: 4 1.8%
  • Spiritual - No anarchy, Fast Temple

    Votes: 20 8.9%
  • Organized - -50% upkeep / Fast Courthouse/Factory/Lthouse

    Votes: 28 12.4%
  • Expansive - +2 Health per City / 25% Faster Worker / Faster Granary & Harbor

    Votes: 4 1.8%
  • Industrious - +50 % Wonder Production / Faster Forge

    Votes: 13 5.8%
  • Charismatic - -25% for Unit Promos +1 Happy per City / +1 Happy per Monument & Broadcast Tower

    Votes: 16 7.1%
  • Creative - +2 Culture per City / Faster Theatre, Colosseum, Library

    Votes: 45 20.0%
  • Imperialistic - 100% Great General Emergence / Faster Settler Production

    Votes: 10 4.4%
  • Protective - Free Garrison Promo / Faster Walls & Castle

    Votes: 7 3.1%
  • Financial - +1$ on Plots already producing 2$

    Votes: 57 25.3%
  • This has been done before and YOU SUCK for doing it again!

    Votes: 7 3.1%

  • Total voters
    225

Capt Ajax

Warlord
Joined
Apr 10, 2002
Messages
201
Location
Knoxville, TN
If there was a game option to further enhance your CIV skills whereby you could only choose one leadership trait and have the computer randomly choose the other, which would it be? What is you single favorite leadership trait?


When I'm considering a new civ, I almost always choose a leader that is "Spiritual". I just like the no anarchy perk.
 
My favorite Leaderhsip trait is Protective mew.
I absolutely love that trait mew.

Protective -- Free Drill I and City Garrison I promotions for archery and gunpowder units.
Double production speed of Walls and Castle.

If I were to also choose between a leadership trait I designed then it be a toss up mew.

Explorer -- Free Guerrilla I and Woodsman I promotions for Recon and Gunpowder units.
Double production speed of Monastery.
Twice as likely to discover hidden resources.

Still over all I think the Protective trait is more powerful but I am a nature fan so for me that makes the Explorer trait very tempting mew.
 
I don't think I can pick 1! I pretty much like 5 equally:

Creative, Organized, Philo, Spiritual, and Industrious are all fun!
 
I like both Creative and Expansive equally. I tend to play as Leaders with either (or both) of those Civ's. It just suits my play style :)
 
Financial for me. I really enjoy some of the economic aspects of the game. I guess I'm just a frustrated accountant at heart. :lol:
 
Nice question.

For me, it's always been Financial (Washington), Aggressive (Japan) or Expansive (Isabella).

In CIV IV specifically, it would be "Creative." I love to get my cities growing and just build military buildings for my military units. I do like the new traits though.
 
Imperialistic

Seriously, that settler production really helps when settling at the beginning of the game and even when you're settling the new world (or new chain of islands)

On top of that more Great Generals give you more variety in your style of warfare.
 
My top three are financial, organized and charismatic. Fin and Org for the $ boost, helps in any aspect of the game and I really don't run the SE very well so Phil doesn't do much for me. Char for the happiness boost and fast promotions, really makes war-mongering easy. I went with Char for my favorite because it makes the early and medieval rushes much more doable with raised happy-cap and veteran units.
 
Industrious. Don't leave 4000 BC without it.


G
 
organize, the -50% in upkeep makes for faster expansion and the faster building of lighthouse/factory/courthouse is a great bonus.
 
Voted Spiritual, just cause I know it wouldn't get much love.

Really though Charismatic, Financial, Industrious, Philosophical, and Spiritual are all very good traits. It's hard for me to pick a "best" out of those. Industrious and Philosophical are more strategy oriented traits though, whereas Cha, Fin and Spi are always good.
 
Sweet I am not alone in selecting protective trait mew.
With all the hate on this trait I was afraid I would be the only one to mark it as favorite mew.
I am so glad there is others who love this trait like I do mew.
 
My favorite Leaderhsip trait is Protective mew.
I absolutely love that trait mew.

Protective -- Free Drill I and City Garrison I promotions for archery and gunpowder units.
Double production speed of Walls and Castle.

If I were to also choose between a leadership trait I designed then it be a toss up mew.

Explorer -- Free Guerrilla I and Woodsman I promotions for Recon and Gunpowder units.
Double production speed of Monastery.
Twice as likely to discover hidden resources.

Still over all I think the Protective trait is more powerful but I am a nature fan so for me that makes the Explorer trait very tempting mew.

Protective is also my favorite trait.

I have to ask... Why do you end so many sentences with "mew"?

Oh... Org is a close runner up. Great fast buildings, nice passive economic bonus that you don't have to actively leverage/tailor your playstyle for like with financial, and it is probably the only trait which will noticeably help every single playstyle I can conceive of. Well, other than fast initial rushes in duel maps...
 
I voted protective for better defense, but now I'm considering of changing my vote. Anyway, doesn't Organized trait only decrease upkeep of civics and not the usual upkeep costs of number of cities and distance from palace?

Spiritual, helps in all facets of empire, from the economy to diplomacy and is extremely good for culture wins!

- Eh? Care to explain? No anarchy bonus sure is nice, but few turns worth of production loss every now and then shouldn't hurt that much. It doubles temple production speed (but not any other religious buildings), which helps in culture and happiness, if you manage to get many religions in city. I'm guessing the real benefit lies in using priest specialist.
 
the real benefit of Spirituel lies in being able to pop back and forth between several civics depending on what your doing at the moment (including getting cheap Diplopoints by changing into someones favored civic or thier religion without losing turns for it
 
I like Philosophical, however I play CE more than I play SE. Thus, the Philosophical trait is better with other players. Even so, those extra GPs along with the cheap universities (which are extremely expensive without this bonus) is not something to ignore. I rate Philosophical 7/10.

I like Aggressive. The free Combat 1 for melee and gunpowder units is a simple but major advantage to warfare. Along with the cheap barracks and dry docks. However, the Aggressive trait is only suited for a warfare game, thus I rate it 6/10.

I love Spiritual, it allows easy transition to many strategy in a matter of turns. Building military with military advantageous civics and then altering to economy civics is a major tactic in Civilization. The cheap temples, however, I barely take advantage of. I hardly play Religious Economies. I rate Spiritual 7/10.

I love Organized, however, in some cases, it does not help me because I do not have a big empire. Organized is only useful when you got tons of cities, so that not only would the civics maintenance decrease, but the cheap courthouses is a major boost. I rate Organized 8/10.

I like Expansive not only because of the cheap workers (which is nerfed by the fact they have to be built by hammers in order for the benefit to work), or +2 :health: but mainly because of the cheap buildings. A cheap granary, nothing something to ignore. I rate Expansive 7/10.

I somewhat like Industrious because it allows easy wonders and forges. However, I don't often build forges in my game because they are expensive (even if they are cheaper with Industrious) considering how early they come. Also, wonders I usually do not prioritize (except for the usual ones like the Great Library and the Taj Mahal). I rate Industrious 5/10.

I love Charismatic because if you build the Stonehenge, you immediately get +2 :) in every city, along with the border pops. Along with that, its great for warring because you need 25% less experience for the a promotion. In other words, its suitable for any type of game. So I rate Charismatic 10/10. :clap:

I somewhat like Creative. It allows quick border pops and culture pressure. Along with cheap libraries and theaters. However, since I don't approach libraries and theaters much, and its a waste of a trait when you can just build a Momument to open your borders. I rate Creative 5/10.

I somewhat dislike Imperialistic. Quicker settlers, however, they have to be hammers for this effect to work. In my case, I often don't use hammers to build my settlers because my capital, which is usually my settler spammer, usually has lots of food and I use that instead. As for the +100% general bonus, I'm fine with just 2 GGs in my game. One for a Medic and another for an instructor. So, I give Imperialistic 4/10.

I quite dislike Protective, basically the only trait I really hate. The only benefit of it is the cheap walls whip for money. However, since this is an exploit, I never use it. The free D1 and CG1 for archery and gunpowder units is lame, after all, in warfare I am practically always on the offense. I rate Protective 2/10.

I love Financial, especially since I am a CE player. Riverside cottages with Financial is crazy. So even though Financial doesn't give as much as other traits, its only benefit is great. I rate Financial 8/10.

The king: Charismatic!
 
- Eh? Care to explain? No anarchy bonus sure is nice, but few turns worth of production loss every now and then shouldn't hurt that much. It doubles temple production speed (but not any other religious buildings), which helps in culture and happiness, if you manage to get many religions in city. I'm guessing the real benefit lies in using priest specialist.

For culture, you need a certain number of temples of a religion (3 on standard maps?) to build one Cathedral for +50% :culture! So double production here is massive. Temples themselves also gain great power if you get Sankore, the AP or the Spiral Minaret. The total :hammers: saved per cathedral increases with map size as you need more temples/cathedral on a bigger map (5 for huge?)
The priest slots aren't a big a deal, although having more, faster for an earlier Prophet occasionaly helps getting the AP first. I don't presonally use the temples for + :) very often.

On diplo, whenever an AI asks you to swap religion or civics you can swap for free diplo points, you can also swap around through to match religions and fav civics to massively abuse war bribes and trades. This is very useful at the dawn of FR, especially if other leaders either can't use it (likely if you get Lib first) or won't use it (Isabella)

Then theres the espionage aspect. You can swap a rival civs religion or civics to whatever your using (if they have the tech for civics) or the religion in a city. Just on diplo effects this becomes interesting, and its always funny to swap Mansa into State Property when hes founded some Corporations! Then add that the AI gets anarchy for swapping back and its quite handy use for the passive :espionage: points :mischief:
You can also swap religions for the shared religion :espionage: mission cost reduction, but I think you need the Holy City for that.

On everything else, it allows all kinds of mad civic swapping to be done. 3 examples I use often being:
1) If I'm using a spiritual leader, I can happily run Caste and Pacifism while next to a warmonger as I can instantly swap to Slavery/Theocracy/Nationhood/Vassalage w/e if attacked.
2) No anarchy allows me to jump civics to press a new advantage more quickly, i.e. go into Nationhood and Theo to draft 2XP units when I first get Rifles.
3) Incredibly useful when using Caste System, you can effectively run slavery at the same time! Just pick out the cities you want to whip, swap to slavery, whip a bit swap back to Caste and wait for the :mad: to die down before whipping again :lol:. This one is insane with Monty :crazyeye:
there are tons of civic swap gambits that are only really available to Spritual leaders :)

The main strength of Spiritual isn't that it saves a 'few turns of anarchy', it allows massive flexability useful in all parts of the game as you can swap civics 20 times without an issue if need be.
The main drawback however, is it needs a lot of micromanagement to be truly powerful. Oh yeah, and the problem of it being a bigger crutch (for me) than the Pyramids or Financial.
 
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