(December 5th, 2012, 14:15)SevenSpirits Wrote:1)I'm pretty sure it's been mentioned before that EXP is a bit of a crap shoot when you can't see the map in advance? Although, most quick speed games here have map setups that would give it a 1 turn bonus. I would describe it as a ~33% variance from the 1 turn base case.(December 5th, 2012, 13:04)luddite Wrote: Well without trying to quantify it I would rate the first worker, granary bonus, and all later worker bonuses as all roughly equal in importance. The exact order would depend upon map settings, especially how big the map is.
Some consequences if true:
* EXP's value varies by 100% just based on whether you can get a starting worker bonus. 1t savings are approximately average case (so worth about 1/3 of EXP's value), but 0 and 2 are both common as well, and the difference between them is the same value as the entire rest of the trait. By comparison, I would also say that CHA is worth about half of FIN. It's surprising that no bigger deal has been made of this insane variance when picking traits.
* SPI is the best trait. Even if it just saves 3 anarchy turns throughout the game, that's about as much value as EXP on its own. Throw in the ability to freely use caste system, various religious civics, and nationhood, and it's easily 1.5 times as powerful as the second-best trait.
* The turn penalties incurred for trait and civ picks in this game were unbelievably harsh. Serdoa won handily.
2) Those turns for SPI are a bit less valuable though- often it lets you do somewhat marginal civic switches that you just wouldn't do if you weren't SPI. It's not the same as saving turns from the first worker, where everyone really wants that worker sooner and you just can't do anything else until it's done. But at any rate, SPI is indeed a pretty good trait- if saving 1 turn is as weak as your analysis has it, SPI's 3 turns saved would also be really weak.