There's a new ToW game starting and there's some debate (like always) about strength of individual traits. This game is technically a test game for ToW, so I will share some data from my game here.
Charismatic: how good was it?
I'm playing as Charismatic in this game. This version of the trait gives 3 flat happiness and faster promos. This trait was pretty useful in the early game. I was able to go completely without happiness resources until turn 75 and was whipping with complete disregard to the happy cap. I was able to acquire a HE unit relatively early and was able to complete my HE before my preparation for my war against Donovan.
However the problem with flat happiness bonuses is that it scales very poorly into the late game with more happiness resources available. Currently, I ended up with this situation:
I am currently receiving zero benefit from the Charismatic happiness boost. Granted, I probably under-grew many of my cities. I feel like Charismatic happiness bonus was definitely something I could've lived without.
The extra promotions my units didn't come into play much at all in my war as I was able to overwhelm Donovan with sheer numbers.
The easier access to Heroic Epic was definitely a big help. The problem is that gaining exp to get a HE unit is situational and not consistent: what if there aren't enough barbs? or what if you lose low odds battles to RNG?
My conclusion is that CHM is good if one have no happiness resources, but on a balance map that we usually play on, CHM loses a lot of its value.
I recently did a ORG vs FIN comparison in PB21. I have neither of those traits here but it's not hard to pretend that I do.
Civic upkeep is 257 gold per turn. ORG would save 257/2*1.28 or 164 gold per turn.
I counted 207 commerce per turn if I was FIN.
FIN outscales ORG in the late game as I predicted. I still think ORG comes out on top by virtue of the cheap buildings. I have built lighthouses and courthouses in almost every city:
I didn't realize that I had to build 12 monuments. I think Creative, despite the nerf, is still a decent trait.
I think this version of Agricultural is completely broken: an average food tile that gets an AGR boost is worth 5 food. AGR boosted it to 6 food, that's a 20% increase. Assuming you are not limited by other factors (worker turns,happiness, etc.), your cities grows 20% faster, that means you get to work 20% more tiles or get 20% more production on
anything through the whip. I'm not entirely sure my reasoning is correct on this but I think the general idea is sound.
Turn 174 Update:
I'm finally starting to build the Moai. This is very late, but I didn't have a good spot/time/resources to build it until now. I've been focused on getting infrastructure up and then preping for war.In addition, I have traded my Stone away for various reasons.
I will look to build the Forbidden Palace in Donovan's former capital:
Because the maintenance is getting insane in some cities:
Not whipping the courthouse yet, because the city have good tiles to work. I
think this is the right move.
Hit number 1 in pop.
Demos:
I'm doing well, but I'm pretty pessimistic about my chances to win. Seven has started to draft rifles, I'm pretty sure he's going after either Haram or GermanJoey. I can't see either of them to put up a strong resistance. Mack has his 14 strength Grenadiers and can also look to invade Haram. Myself, on the other hand, borders Retep, who's going full North Korea mode; wetbandit, who I share a long coastal borders with and is even with me in tech (if not ahead of me); then there's Mack to the east and Seven to the west.
Feel free to ask any questions or for SS that you are interested in seeing.