Old Fin Thought is onto their second page
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so here’s some lurker bait.
Naufragar presents: A Newbie’s Guide to Picking a Leader
We must remember two things about fresh faced novices. They aren’t very good at the game, and they are going to die very quickly. Hopefully not axe rush on turn 20 quickly, but still. So the best traits for babes in the woods will a) have some kind of teeth to discourage casual snacking and/or b) start helping ASAP, preferably turn 1.
This means poor, earnest naufragar needs to avoid some traits that are actually quite good.
DEAD TRAITS! AVOID IF AT ALL POSSIBLE:
Philosophical: Philosophical in RtR is a great trait. Good food to beakers exchange rate via great people. Nice help getting Oxford up, and universities are lovely but very expensive, normally. We, on the other hand, will likely not be around to see the birth of the university, and we aren’t good enough to manage great people effectively. Bummer.
Spiritual: Another great trait. In the hands of someone dying to an avalanche of knights, a bit of a waste. We probably won’t have the luxury of swapping to caste much, given our need for Constant Vigilance. With newbish luck, those ten pantsless turns will be the relevant ones. So at best this probably saves us a turn switching to slavery.
Industrious: As a single player enthusiast, I enjoy Industrious. Wonders are fun and shiny, and different wonder attempts in different games give variety. Forges are painfully expensive for when they show up, so this lessens that pain. All that said, with me being amongst the bottom two players, ranked by MP experience, in a 26(!) player game, IND might as well just read “half-priced forges.” This is still an ok bonus, but we can hopefully do better than half a trait.
Our next category are traits I just feel kinda “meh” about. They’re fine. I’ll likely end up with at least one of these. They’re in this category because they either are a touch too late or they aren’t especially shiny, and I have an unhealthy addiction to flash.
TOTALLY FINE, NOTHING WRONG WITH THEM, BUT WE CAN GET SOMETHING COOLER, RIGHT?
Financial: Let’s get this out of the way upfront: I am not good at this game. As evidenced by me not getting butterflies in my stomach talking about financial. We all know that BtS Financial was the dopest dope that ever doped a dope. I’ve played around on the PB18 map with financial, and it was a bit awkward: Realms Beyond maps are so lush that in the early game cottages go on grassland (or flood plains) river tiles. Cottages on non-river grasslands comes a bit later after you’ve got your most high impact tiles already done, so Fin’s value in the earliest phase of the game is pretty much your calendar and mining luxuries. I’m open to having my mind changed about this, but I’m counting Financial as a later-game supplemental trait. Oh, and banks don’t exist for our game.
Organized: The very definition of an unflashy trait. Good dependable Org. It doesn’t make us any less appetizing to big bad neighbors, and it certainly isn’t an early game trait, so it’s got a lot going against it. On the other hand, Org leader plus courthouse UB is one of a few of my favorite things, so I’ll keep my eyes peeled for that. Org also counters the second attitude that the vets will take against neophytes: waiting for us to crash our economies and then coming in swinging with tech disparity. Tech disparity there may be, but Org is a nice help when you’ve over expanded. (The first vet attitude towards pretty young things is, of course, hit them firstest with the mostest.)
Charismatic: Obviously map dependent. If we have no luxuries, charismatic is all smiles. I suspect charismatic is a bit of a newb-trap, though. Chm wants you to grow big and work cottages and specialists and be lenient with the whip, all of which will make your eventual conqueror happy and full of capture gold. It can be used to accelerate whip cycles. All in all, this is an awkward trait for me to think about.
The rest of the traits are the ones we’re on the lookout for. These are the earliest of the early and the spikiest of the spiky.
KRILL/MARDOC, PLEASE GIVE:
Creative: I love creative. It isn’t valued as highly around here as I value it, and I look forward to learning the error of my ways, but creative does everything a greenhorn wants. It saves 30 to 60 hammers on border expansion. That border expansion makes sloppy dotmapping more forgivable. It gives cultural defense to the pink dots that need it most, and (and this one is never mentioned) it gives just that little extra vision without putting a fog-buster right in the path of a sneak attack chariot. Losing the 50% library discount makes me very sad, but this is still a stellar trait for what we need.
Protective: Pro is good. Plenty of people have explained why it’s good. Cheap granaries are great. Promotions and walls are good. This trait might even direct a neighbor to hit someone else instead of us. We like Pro.
Aggressive: Not quite an instant pick, but getting there. It isn’t a turn 1 advantage, but everything else it does is useful in so many areas. Need deterrence? Have free promos. Need border pops? How about building a barracks to pop ‘em while making shock axes? And while we’re at it, why not reduce maintenance. Just because you’re a happy little Agg leader. Yeah, I like this one.
Expansive: Ugh. I am Not A Fan. All the discounted buildings in the world wouldn’t make up for the loss of the granary. And that worker discount is deceptively awkward. It’s only hammers, when the majority of your worker production will be agricultural or animal food resources. One CAN chop or whip workers but, as opposed to chop/whipping settlers, which trades forests and pop for
stuff, hurrying workers trades forests and pop for the
potential for stuff. All that said, it is the turn 0 advantage trait par excellence. So yes, I am not so much of a luddite to turn my nose up at Exp.
Imperialist: But this one. This is the one we want. This is basically an autopick no matter what comes with it. People around here hate on my boy Augustus and in my hands Suleiman’s potential would be criminally squandered. Nevertheless, no matter how much I don’t want Phil/Ind/Spi, if I draw Imp with them, I’ll agonize (and I do mean agonize) for a good long while.
And now, gentle reader, you too know how to pick traits for your chummy self in these shark infested pitboss waters.
There is no way to peace. Peace is the way.