However, all give significant advantages if used correctly.
Thecombat 1promotions don’t look very powerful - it’s only +10% to STR.
Creative
+2 culture in every city
Priceless in early-game.
This gives a huge advantage especially in first 50 turns, greatly helping in securing resources and land-grabbing.
In medium and late phases of the game it becomes much less useful.
If you used it well, however, you will have a serious advantage for the rest of game.
Expansive
+2 health in all cites.
Helps in making your cities even bigger - works like extra aqueduct.
Halves cost of Harbor and Granary.
Financial
+1 to commerce on titles already generating at least 2 commerce.
Very powerful trait - every Cottage near rivers, coastal tiles, watermills or windmills is generating extra commerce.
Extra commerce means many extra research or extra income.
Very nice, indeed.
Halved costs of Bank- even more money.
Industrious
+50% to Wonder Production
Do you like Wonders?
You hate it when someone builds your favorite Wonder before you?
Useful from start to finish.
It stacks with bonuses from strategic resources - making Wonders relatively cheap.
Halves cost of Forge.
Organized
-50 % civic upkeep
A controversial trait - lot of people consider it broken.
In my experience is really useful - but only in specific situations.
Ideal for a person who is planning to manage a world spanning empire with a lot of cites.
Halves cost of Courthouse and Lighthouse.
This is even more useful.
In long-term this can result in some serious savings.
Cheap Lighthouses are also helpful - but only in coastal cites.
Philosophical
+100% Great Person points.
If you based your strategy on GP - it is a must have.
Possibly the most useful trait of all.
Halved costs of University- very nice, because this is a rather expensive building.
Spiritual
No anarchy
When changing your civic you will not loose turn on anarchy.
Effect - more flexible social system.
You like theocracy right away - you have it, you like pacifism - ok, here you are.
It’s simply a few turns advantage over competitors - turns which are not lost because of anarchy.
Halved costs of Temples- much more useful thatno anarchy.
If you based your strategy on religion, that can help a lot.
Cheaper Temples mean much more culture, priests, specialists, more happy citizens.
More Temples gives opportunity to build even more Cathedrals in medium-phase of the game.
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