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
I like Spiritual a lot. However, its anarchy-freeness may well be canceled out by Charismatic's +2 :), at least early-game.

That said, my vote is for Financial. In the already-borrowed words of one of the strategy guides, it's the economy, stupid. Once I figure out how to play at the higher difficulty levels, I'll probably wind up favoring Org instead.
 
Organized. No matter what your playstyle, no matter where you start, it will always help you. Honorable mentions go to Protective and Charismatic.
 
Creative. Throw cities in their face. Throw cities everywhere. Go early writing for abusive +6 culture pressure with just that + trait after doubling. Use the early writing for a fast 1st and 2nd great scientist, allowing you to speed early research along and get to trading techs with ease...just what you need after expanding or conquering a bunch of cities.

It loses luster after the early game, but offers a very strong opening, which is frequently the hardest part of the game (AFAIK more games are (functionally) won/lost from 4000 BC to the early 100's AD than any other 1/4 of the game).
 
I ended up voting CRE as well. The border pops and quick scientist give them a lightening quick start. I actually think CRE acts like Imperialistic ^^ - it's that powerful. A non CRE civilization will whip and lose pop for monuments so you quite often get a comparison like:

New CRE city is at size 4 and the new non Cre city is still at size 2. Obviously size 4 cities with improved tiles speed up new settlers/units/etc.
 
Creative and Protective are my two favorites.
Creative lets me get my BFC quickly, without mysticism if no one spreads their religion to me. And nothing is better than pushing into a rival capitals BFC after writing!

Protective is a lot of fun. It makes barbarians very simple, and allows for very strong archers early, and later on allows for the majority of your army to have 2 free upgrades (i believe drill is a highly underrated line of promotions). Also, having shock/cover after 2 XP, and formation after 5, is a big bonus!
 
ORG. I love an economic edge that's in full effect even when I'm abusing my economy, and given how much I favour Bureaucracy/Organised Religion, it'll definitely pull its weight.

I'm learning to really appreciate SPI though... on levels you don't dominate, the diplomatic potential is huge.
Kiss up to civ 1, plunge them into a war. Kiss up to civ 2, mooch a tech off them, plunge them into a war. Change to neutral civics/no religion and enjoy the fireworks while waiting for an opening...
 
Creative for I. Desperately chopping out an obelisk and then having to wait a further 10 turns whilst your city gets culture-crushed is no fun.

Other than that, Financial / Expansive.
 
Creative. Early border pops makes life soooo much easier early on. There's really no benefit after your initial rex, but more games are lost in that stage than any other.
 
Hmmm, Protective is currently the equal fifth favourite. This doesn't really match the results of most polls done before on the same topic. It's early days but I'm surprised to see it beating both AGG and EXP.
 
- 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.

In the later stages of the game you can set your peacetime civs to the maximum affect of your winning stratagy (usually Pacivism / Environmentalism / Representation. When you find yourself suddenly at war, simply switch to Vassalage / Theocracy / Police State to obtain + 4 experiance and start quickly producing great units the very next turn! Waiting for the anarchy to be over could mean your demise :mad:
 
I love playing financial on a water map and then get the colossus. If you combine that with a dutch dike and a lighthouse you can have every water tile making 2F 1H and 3 or 4 G. Plus it's amazing during a golden age with so many different squares making some of everything.

Creative is really nice for resource grabbing. You don't have to make a city right next to the resources you want and within 5 turns of going up, it's BFC is fully bloomed and ready.
 
Charismatic - I just flat out love it. :king:
 
Creative. Don't have to worry about Monuments and the next border pop. Less micromanagement + less worker turns spent on chopping out that Monument = more fun IMO.

I think that's why CRE/CHA was never implemented. I mean, the player would be inclined to disregard one of the traits, since building monuments for the :) from CHA disregards the culture bonus from CRE, and vice versa.
 
Industrious, for the wonder pumping (which is fun) and because the bonus production from a few turns of a cut-cost forge in every city can be quite valuable.
 
I think that's why CRE/CHA was never implemented.

I think it wasn't implemented because it would verge on Abuse, just like a Phil/Ind combo. Simply chop SH and progress with normal stuff. I've done some math on it (bad math mind you!) and by my estimations CRE saves a player between 90-125 turns of working a single tile - at the earliest possible time in the game where every hammer matters and greatly snowballs.

CHA also saves turns and hammers by working more tiles at an earlier date, albeit, not exactly the same as CRE does. The combination would give a civilization an obscene amount of saved turns or another way to look at, a much earlier date at working X amount of tiles for a longer time compared to everyone else. The combination could easily save over 2000 Hammers by 1AD.
 
Hmm tough choice, stood between either Imp for more GG, gotta love those guys, and Cre.

Voted for creative for the simple reason that it also gives me faster libraries and theaters
 
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