(February 21st, 2014, 08:14)Boldly Going Nowhere Wrote:I think all this combination shouls be introduced(i think CHa,cre already is) in rbmod,as i never considered for MP INd/phi stronger then Org/fin or ind/exp for example sure SP is diferent , but here on MP i dont see why not have it, course you can get some deep beline but that will cost you expansion and without land you dead.(February 20th, 2014, 23:32)T-hawk Wrote:(February 20th, 2014, 10:58)Boldly Going Nowhere Wrote: Unassigned leader pairings:
IND/PHI -
CRE/CHM -
ORG/PRO -
IIRC, the second was left out on purpose because it's anti-synergistic. Charismatic wants monuments but Creative has no reason to build them. Org/Pro was merely incidentally neglected, but not like anyone was clamoring for it.
The problem with Ind/Phi is when it keeps popping out bulbs and engineers to keep sweeping more wonders, feeding on itself in a way no other trait combo does. It ruins the game for the rivals in a way that replacing one of those traits with Fin wouldn't, even if the power levels might be comparable.
I can see the trait synergy leading to a great economic strategy around bulbs and wonders being highly effective. I wonder though whether it would be sustainable in a competitive MP game. Even at a discount, the wonders require an opportunity cost over expansion. If you focus too much on ALL OF THE WONDERS, not to mention decreasing crop yield for all the GPPs needed for the bulbs (early on the wonders won't produce enough to get you there), you could very well find yourself at a severe land disadvantage before the land grab phase is over. This is also ignoring your jealous and opportunistic neighbors who have built more cities with more military to take all of your shiny toys.
It could still be too powerful but I'd sill like to see it in practice in a MP environment. I think the player would have to balance priorities very carefully to avoid getting taken out before the reinforcement loop could really get going.
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