View Full Version : New Leader Traits!


SoCalian
Nov 21, 2005, 08:43 PM
Ok, I banged this one out in about an hour. What I did was I added a new leader trait, Seafaring, and gave it to Elizabeth and Isabella(the only appropriate ones I could think of). What it does is give the Unit promotion Navigation 1 to all naval units. Pretty weak I know, but Important, because this is the first mod I know of that has added or changed the leader traits. I hope to be able to make more leader traits for this mod in the future. I need help coming up with some ideas though. I'm pretty limited in what I can do ATM, so anything I add can only be in the vein of the current traits. I'm thinking things along the lines of Agressinve, but specialized for each Civ. This could be big, and open up a whole new door for scenario builders.

To intall the mod, just download, then unzip into the mods folder.

DeathCyclops
Nov 21, 2005, 08:53 PM
what about something to do with air units(Airfaring or Aerofaring?:confused: )) In which it gives bonus to air units. This could go with America.(might really only be useful if you start games in modern era) maybe also one called Merciless. All military units get bonus to attack and start with Combat 1. The military units could train faster(the leader demanded they be trained quickly and felt no pity for them or something) The con could be a impediment on economy. Two more I can think of is Tyrannical and Valiant.

SoCalian
Nov 21, 2005, 08:59 PM
I'll take a look at the XML, and see what I could do. I nice idea insead of replacing a trait, is just adding a third to every civ. I could do something like horse specific for the mongols, air for america, seaf for britain, ect.

Edit: tyranical eh? that could be interesting.

upthorn
Nov 21, 2005, 09:14 PM
Suggestion for the mongols:

Nomadic- All mounted units gain +1 movement.

SoCalian
Nov 21, 2005, 09:20 PM
I'm liking the ideas guys, keep them coming!

Lord_all_Mighty
Nov 21, 2005, 09:25 PM
Maybe something like this

Charismatic: +2 happiness in all cites. Half production cost on broadcast towers and Colosseums.

JohnSearle
Nov 21, 2005, 09:28 PM
I like the new trait ideas... but how about changing the way the traits are implemented? What I thinking is something like MOO2 race creation screen, where you have points and you choose the benefits (and negatives) to create new combinations. Custom tailored races would be great... If thats within the scope of your trait mod.

SoCalian
Nov 21, 2005, 09:29 PM
not nearly, what you want would require compleatly over hauling the game.

Edit: welcome ot the forums john!

JohnSearle
Nov 21, 2005, 09:51 PM
not nearly, what you want would require compleatly over hauling the game.

Edit: welcome ot the forums john!

Well a man can dream :)

And thanks... Long time listener, first time caller. Had to pop and and say something towards traits. Keep up the good work.

SoCalian
Nov 21, 2005, 09:53 PM
but will those dreams ever come true? we will wait and see.

Jecrell
Nov 21, 2005, 10:19 PM
What I think you should do is design several new traits -- the current number of traits divided by 2 -- then apply an additional trait (rather than replacing them) to each leader -- based on these new traits. So each leader would have 3 traits. Two original traits and a new trait to make them even further individual.

SoCalian
Nov 21, 2005, 10:43 PM
I'm still trying to figure out what all the tags do.

userqwerty
Nov 22, 2005, 12:43 AM
you must look at the base attributes of the game and design traits specific to each

food production - agricultural
shield production - industrious
research production - scientific
commerce production - commercial
culture production - creative
great people production - philosophical
city growth production - expansive
better military ability - aggressive
religion spread - and happiness from religions

======================

movement - nomadic - that is of questionable value
better defense - that is a loosing strategy. best defence is attack

Traxis
Nov 22, 2005, 01:10 AM
Any way you can make Seafaring guarantee a coastal start?

SoCalian
Nov 22, 2005, 01:11 AM
I'm just wondering what the XML will let me do. Basicaly, the vanilla traits are very good, and it is difficult for me to think up something else, using what is provided. Learning it would take some fooling around, and right now, it is taking a back seat to my California Mod(link in sig).

SoCalian
Nov 22, 2005, 01:12 AM
Any way you can make Seafaring guarantee a coastal start?I wish there was.

Stuporstar
Nov 22, 2005, 01:13 AM
Seafaring should also add 1 extra movement point for sea units (like it did in Civ III). Has anyone found any way you can do that?

Virote_Considon
Nov 22, 2005, 02:16 AM
How about adding the Agricultural Trait- +1 food on the main city square, +1 food on irrigated land and half price (Someone help me here- I do not know what to put)

And as for Seafaring- how about +1 commerce per coastal square generating commerce?

Martinus
Nov 22, 2005, 02:29 AM
The Seafaring trait could also give half production bonus on Harbors and Lighthouses.

Since Organized and Expansive already give bonuses on those buildings, you could also edit Organized to give the bonus on Courthouses and Obelisks instead, and Expansive on Granaries and Aqueducts.

Martinus
Nov 22, 2005, 02:30 AM
How about adding the Agricultural Trait- +1 food on the main city square, +1 food on irrigated land and half price (Someone help me here- I do not know what to put)

And as for Seafaring- how about +1 commerce per coastal square generating commerce?
Well, Agricultural from Civ3 is kinda represented in Civ4 as Expansive, since it gives Granary and Health (and Health=Food in Civ4) bonus.

Likewise, commerce bonus is already given by financial, and having two traits give the same bonus could be unbalancing if combined.

Lightzy
Nov 22, 2005, 03:16 AM
Note that the new traits can be unbalanced even if not combined. its not easy :)
and also, its important to make sure the AI can figure out and use the changes, rather than just pampering to the player.
After all, the AI is what makes this game

Martinus
Nov 22, 2005, 04:05 AM
Note that the new traits can be unbalanced even if not combined. its not easy :)
and also, its important to make sure the AI can figure out and use the changes, rather than just pampering to the player.
After all, the AI is what makes this game
Yeah, I am just mostly speculating there, since I am not too fond of adding new traits, since I consider the current ones to be fairly well balanced.

However, just in itself, a Seafaring trait giving +1 to ship movement and cheaper harbours and lighthouses would not need to be learned by the AI, as it is pretty much a straightforward bonus, that does not require any special strategy to employ. :)

On a related note, I wonder how the AI evaluates units - does it have hardcoded that knight is better than horse archer, or does it actually look at unit values and bonuses, and evaluates them? This could have a tremendous influence on how the AI would handle new units, for example, or unit stat modifications.

V. Soma
Nov 22, 2005, 04:45 AM
Aggressive trait, as officially now, gives Combat 1 to new units from the start, already :)

woodelf
Nov 22, 2005, 04:57 AM
To further individualize the leaders would it be possible to make partial traits? I'm thinking that instead of Financial it could be Financial I and II with 1 being 1/2 the value of 2. You could also then do a point system for each leader where 2 normal unmodified traits = 4 points, but 1 normal and 2 "half" traits also = 4 points. Bear with me, I'm at work with no Civ4 stuff in front of me, but you could turn from the Celtic mod Vercingetorix - Organized and Financial into Organized I, Financial II, Seafaring I? This would open up a ton of really unique leaders.

Vehem
Nov 22, 2005, 05:29 AM
Nice mod - had been working on a similar theory myself. I wanted to differentiate Churchill for a mod I'm toying with, and took inspiration from his "We will defend our island" speech. From that, I decided that a "Stalwart" trait would be appropriate and a simple implementation would be to grant City Garrison I to some units (even if he never had to defend a British city directly - he did fight in the trenches in WWI and did want to take part personally in the D-Day landings, stopped only by the King).

Balancewise, this is similar to the Aggressive ability that grants Combat I - the only issue I can see is whether to include UNITCOMBAT_MELEE in the types to gain the promotion, as they can't normally get it.

I'll post the XML below for the trait below as public domain - you can do with it as you see fit.

<TraitInfo>
<Type>TRAIT_STALWART</Type>
<Description>Stalwart</Description>
<ShortDescription>Stalwart</ShortDescription>
<iHealth>0</iHealth>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_CITY_GARRISON1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>

woodelf
Nov 22, 2005, 05:49 AM
The Stalwart idea made me refine my earlier idea. What if there were minor and major traits? Each Leader could have either 2 major, 1 major and 2 minor, or 4 minor traits. Personally I would consider Stalwart a minor which would allow Churchill to still have 2 (or 3) other traits along side Stawart. It might help balance things out.

I might dig into this if no one else thinks it's a good idea.

woodelf
Nov 22, 2005, 06:07 AM
And any idea where in the TraitInfo the 1/2 cost for specific buildings is located? Or is that an entirely different file, maybe the buildingInfo file?

Zurai
Nov 22, 2005, 06:18 AM
Any way you can make Seafaring guarantee a coastal start?

There is, actually. Take a gander in the Continents (I believe) map script; it forces civs to start coastal if enough coastal spots are available. All you'd have to do is modify the other map scripts to check for the leader traits and select a coastal spot for the seafaring civs.

You'd have to change every script this way and it would only work for this mod (the game would probably crash or give a cascading python error if this mod wasn't installed but the scripts were changed), but it would work.

Zurai
Nov 22, 2005, 06:21 AM
On a related note, I wonder how the AI evaluates units - does it have hardcoded that knight is better than horse archer, or does it actually look at unit values and bonuses, and evaluates them? This could have a tremendous influence on how the AI would handle new units, for example, or unit stat modifications.


It isn't hardcoded. I accidentally left one of my Hero units (a high level one too, so very strong) buildable at one point and immediately noticed it when I started a new game ;) The AI had hordes of them.

The AI looks at strength, movement, and cost (and probably some algorithm for the special abilities too) when determining what to build. There's nothing hardcoded about it that I can find.

woodelf
Nov 22, 2005, 06:35 AM
Here's a very, very rough draft of what I was proposing. Once I get home I'll try it out. I can't find the building info here at work, but it would be easy to implement I think with the minor trait getting only a 1/4 discount on a building where the major gets the 1/2 discount.

<TraitInfo>
<Type>TRAIT_PHILOSOPHICAL_I</Type>
<Description>TXT_KEY_TRAIT_PHILOSOPHICAL</Description>
<ShortDescription>TXT_KEY_TRAIT_PHILOSOPHICAL_SHORT</ShortDescription>
<iHealth>0</iHealth>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iGreatPeopleRateModifier>50</iGreatPeopleRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>
<TraitInfo>
<Type>TRAIT_PHILOSOPHICAL_II</Type>
<Description>TXT_KEY_TRAIT_PHILOSOPHICAL</Description>
<ShortDescription>TXT_KEY_TRAIT_PHILOSOPHICAL_SHORT</ShortDescription>
<iHealth>0</iHealth>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iGreatPeopleRateModifier>100</iGreatPeopleRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>

JDexter
Nov 22, 2005, 07:15 AM
movement - nomadic - that is of questionable value
better defense - that is a loosing strategy. best defence is attackHow is it of questionable value if you can move 3 instead of 2 plots, without spending 3 promotions on it?? When I read the proposal for this I even thought it might be too powerfull. Combine this with the Blitz promotion and adios everyone else. ;)

Better defense means you need less units defending. So you can concentrate on anything else, improving cities, building offensive units, etc. Lot of value right there as well.

In general a great mod idea, as I'm not entirely happy with the current traits.

SoCalian
Nov 22, 2005, 08:29 PM
Nice mod - had been working on a similar theory myself. I wanted to differentiate Churchill for a mod I'm toying with, and took inspiration from his "We will defend our island" speech. From that, I decided that a "Stalwart" trait would be appropriate and a simple implementation would be to grant City Garrison I to some units (even if he never had to defend a British city directly - he did fight in the trenches in WWI and did want to take part personally in the D-Day landings, stopped only by the King).

Balancewise, this is similar to the Aggressive ability that grants Combat I - the only issue I can see is whether to include UNITCOMBAT_MELEE in the types to gain the promotion, as they can't normally get it.

I'll post the XML below for the trait below as public domain - you can do with it as you see fit.

<TraitInfo>
<Type>TRAIT_STALWART</Type>
<Description>Stalwart</Description>
<ShortDescription>Stalwart</ShortDescription>
<iHealth>0</iHealth>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_CITY_GARRISON1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>

I really like that Idea.

Tabris
Nov 23, 2005, 09:43 AM
Turnin crazy, why not a trait for every leader representating it's form of government?

didaskalia7
Nov 23, 2005, 09:46 AM
This is Great, I'm going to look at this and try to enter it into the
"SuperCiv" mod for the seafarers there. Vikings would be another good
mod to add it to. :goodjob:

dazman92
Mar 01, 2007, 05:43 PM
why not militaristic: War weariness -50%, units produced 25% quicker? good for Stalin or Bismarck.

Kael
Mar 02, 2007, 10:35 AM
Thread Necromancy is evil.

Impaler[WrG]
Mar 03, 2007, 08:38 AM
Also the effects your proposing don't exist on Traits by default, fortunately I did add both of those as possible tags in my CCCP mod so you can use it to get the effects your looking for but you have to write the XML yourself.

Infantry#14
Mar 03, 2007, 07:19 PM
i got a new idea, how about strategic:
1) double great general points (40 exp instead of 20) and free leadership promotion, or 4 exp to city (instead of 2) if becomes military advisor in city
2) -50% unit supply and military cost

Probabaly give it to Caesar, Qin Shi Huang, and Cyrus

OzzyKP
Mar 07, 2007, 09:25 PM
Maybe something like this

Charismatic: +2 happiness in all cites. Half production cost on broadcast towers and Colosseums.

What an interesting idea... :mischief:

Ekmek
Jul 10, 2007, 02:39 PM
wrong post

CHEESE!
Nov 16, 2007, 10:30 AM
How do you change a leaders traits? Just wondering

MagisterCultuum
Nov 17, 2007, 10:26 PM
You go to the CIV4LeaderHeadInfos.xml file in the Civilizations folder of the XML folder of the Assets folder (could be the assets folder of the main game, but it is probably better to do it in the assets folder of a mod), and in the <Traits></Traits> section you change the individual traits. You add as many traits as you want, provided the traits are already made.

If you want to add a new trait not included in the game, then you have to add it to the CIV4TraitInfos.xml file in the same folder. You can start by just copying an existing trait and making the changes from there.

Korelios
Jan 05, 2008, 06:11 AM
I ve added a scientific leader trait into the game, there was something similar in Civ 3, don't know why they did not include it in Civ 4.
The bonus i added are :
+3 :science: / city.
Half production cost for library, university, laboratory.

The result is interesting. If someone is interested, i can post a link to the modified files.

Modifications in Civ4TraitInfos.xml :
<!-- BEGIN -->
<TraitInfo>
<Type>TRAIT_SCIENTIFIC</Type>
<Description>TXT_KEY_TRAIT_SCIENTIFIC</Description>
<ShortDescription>TXT_KEY_TRAIT_SCIENTIFIC_SHORT</ShortDescription>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>3</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers/>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>
<!-- END -->


Also don't forget to modify the Civ4BuildingsInfos.xml to add the production bonus for the buildings :
...
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_SCIENTIFIC</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
...


And to add the proper text in the text files :
...
<TEXT>
<Tag>TXT_KEY_TRAIT_SCIENTIFIC</Tag>
<English>Scientific</English>
<French>
<Text>Scientifique</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</French>
<German>
<Text>Scientific</Text>
<Gender>Neuter</Gender>
<Plural>0</Plural>
</German>
<Italian>
<Text>Scientific</Text>
<Gender>Neuter</Gender>
<Plural>0</Plural>
</Italian>
<Spanish>
<Text>Scientific</Text>
<Gender>Neuter</Gender>
<Plural>0</Plural>
</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_SCIENTIFIC_SHORT</Tag>
<English>Sci</English>
<French>
<Text>Sci</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</French>
<German>
<Text>Sci</Text>
<Gender>Neuter</Gender>
<Plural>0</Plural>
</German>
<Italian>
<Text>Sci</Text>
<Gender>Neuter</Gender>
<Plural>0</Plural>
</Italian>
<Spanish>
<Text>Sci</Text>
<Gender>Neuter</Gender>
<Plural>0</Plural>
</Spanish>
</TEXT>
...