For normal speed?
Early slavery: stacking whip unhappiness. As 1 pop whips are more more than 2 pop whips the ability to stack these instead of having to grow to size 4 means that you can generate more hammers, and access the sooner, whilst still being able to work tiles. Food dependent, but then what start and traits aren't. It's a snowball.
If barbs are enabled: occasionally quicker W2 warrior.
Strongest? Probably not. Does have flexibility however, in starts with no happiness, just as FIN has flexibility in dry starts with no rivers or high coast games.
[quote[T151+ (post-land grab, Paper):
Strongest traits: Fin, Spi, Phi?[/quote]
The strongest traits are those that give boni that cannot be duplicated by other means (and are still relevant). PHI falls off due to the increasing GP thresholds (exponential?) ORG saves costs that can't be saved by any other way, and lowers inflation. FIN generates commerce no other trait can. AGG, PRO and CHM give free or extra promotions and enable different tactics to be utilised. CHM could be considered one of the more valuable traits IF the game is likely to devolve into stack naval warfare.
Extra commerce is useless if all the coastal cities are razed.
(July 21st, 2013, 20:48)Cyneheard Wrote: T0-50:
Large boost: Exp, Cre, Imp, Pro
Useful: Agg, Ind if going for Henge/Oracle/GLH
Weak/Situational: Org, Fin, Spi (mostly saves a turn while 1st settler is moving)
Nearly useless: Phi, Chm
Early slavery: stacking whip unhappiness. As 1 pop whips are more more than 2 pop whips the ability to stack these instead of having to grow to size 4 means that you can generate more hammers, and access the sooner, whilst still being able to work tiles. Food dependent, but then what start and traits aren't. It's a snowball.
If barbs are enabled: occasionally quicker W2 warrior.
Quote:T51-150:
Is Chm top-tier here? Every trait is valuable here, but I'd have a hard time saying that Chm is the strongest trait here.
Strongest? Probably not. Does have flexibility however, in starts with no happiness, just as FIN has flexibility in dry starts with no rivers or high coast games.
[quote[T151+ (post-land grab, Paper):
Strongest traits: Fin, Spi, Phi?[/quote]
The strongest traits are those that give boni that cannot be duplicated by other means (and are still relevant). PHI falls off due to the increasing GP thresholds (exponential?) ORG saves costs that can't be saved by any other way, and lowers inflation. FIN generates commerce no other trait can. AGG, PRO and CHM give free or extra promotions and enable different tactics to be utilised. CHM could be considered one of the more valuable traits IF the game is likely to devolve into stack naval warfare.
Quote:So here's the thing: Chm is definitely one of the slowest traits out there, and is it better than nerfed Fin when it's at its best? Fin benefits from Water maps too, it's a slow trait, but instead of "up to 2 more pop, 2 more whips, or 1 more draft" it's "multiple commerce each turn".
Extra commerce is useless if all the coastal cities are razed.