View Full Version : [BTS] Gurra's Trait Pack


Gurra09
Aug 12, 2008, 09:22 AM
This is a XML Mod Component including 7 new traits: Secretive, Pacifist, Seafaring, Raider, Agrarian, Scientific and Nationalistic.

8 leaders has changed trait combinations to include the new ones from the trait pack.

New Traits

Secretive (Sec)
+2 Espionage/City
50% Faster Production of Spy
Double Production Speed of Intelligence Agency, Security Bureau

Pacifist (Paf)
+25% Great People Birth Rate
+50 Faster Production of Missionary

Seafaring (Sfa)
Free Promotion (Navigation I, Navigation II) for Naval Units
50% Faster Production of Caravel, Galleon

Raider (Rad)
+100% Great General Emergence
Free Promotion (City Raider I, City Raider II) for Melee Units

Agrarian (Agr)
+1 Food on Plots with 4 Food

Scientific (Sci)
+10% Research
Double Production Speed of Observatory, Laboratory

Nationalistic (Nat)
+100% Great General Emergence inside Cultural Borders
+50% National Wonder Production

Leaders with Changed Traits

Bismarck (Exp/Nat)
Gandhi (Spi/Paf)
Joao II (Imp/Sfa)
Peter (Exp/Sci)
Ragnar (Agg/Rad)
Stalin (Agg/Sec)
Suryavarman II (Cre/Agr)
Willem van Oranje (Fin/Sfa)

Download:
http://forums.civfanatics.com/downloads.php?do=file&id=10349

NikNaks
Aug 12, 2008, 09:24 AM
Good work :goodjob: Could I suggest renaming "Espionagistic" to something like "Secretive"? It's a bit of a mouthful.

Also, Pacifist seems a little redundant when compared to Philosophical.

Gurra09
Aug 12, 2008, 09:36 AM
I've made a little update now.

Espionagistic is renamed Secretive.

Pacifist trait has these statistics:

+3 Happiness/City
+10% Great People Birth Rate
Double Production Speed for Monastery

NikNaks
Aug 12, 2008, 09:39 AM
Nice :goodjob:

Kao'chai
Aug 13, 2008, 04:38 AM
Scientific?
Agrarian?
Nationalistic

Gurra09
Aug 13, 2008, 05:46 AM
I've been thinking of a Scientific trait but I can't see any leader for that trait.

Scientific (Sci)
+50% Science
Double Production Speed of Observatory, Laboratory

I'll upload it when I've find at least one out of the 54 leaders in BTS for that trait.

Nationalistic trait is a good idea but I can't find out what it should be...

What is Agrarian?


Gurra09

JustATourist
Aug 13, 2008, 07:39 AM
What is Agrarian?

More food production / farming output.

Gurra09
Aug 13, 2008, 02:09 PM
3 new traits added: Agrarian, Productive and Scientific.

Agrarian (Agr)
+1 Food on Plots with 2 Food

Productive (Prd)
+1 Hammer on Plots with 2 Hammers

Scientific (Sci)
+50% Research
Double Production Speed of Observatory, Laboratory

I'm open for requests for traits to be created and added to this "trait pack".

JustATourist
Aug 13, 2008, 05:32 PM
3 new traits added: Agrarian, Productive and Scientific.

Agrarian (Agr)
+1 Food on Plots with 2 Food

Productive (Prd)
+1 Hammer on Plots with 2 Hammers

Scientific (Sci)
+50% Research
Double Production Speed of Observatory, Laboratory

I'm open for requests for traits to be created and added to this "trait pack".

Well, don't you think these are a little bit unbalanced? For example +1 Food on Plots with 2 Food does mean, that you don't really need to build farms anymore and you will receive the bonus on really every plot with a farm. The result will be, that you will have huge cities with several specialists even befor medieval times. Thats too heavy. Maybe +1 Food on Plots with 3 Food, but this is still hefty. I don't know, if it is possible to give +1/4 Food on Plots with 2 Food, that would be more like what I consider balanced. Another possibility would be, to give every city +2 or +3 constantly.

+50% Research does mean, that a scientific civilization spending 70% of income into research, will still do more research than another civ with the same resources but spending 100% for research. 10% would still be much.

Productive is less unbalenced, because it is more difficult to get 2 hammers on a plot than 2 food, but it is still too powerfull.

Gurra09
Aug 14, 2008, 03:30 AM
Then I'll edit the Scientific trait to +10% Research or +2 Research/City.

For Agrarian, maybe +1 Food on Plots with 4 Food and for Productive +1 hammer on Plots with 3 Hammers?

JustATourist
Aug 14, 2008, 05:15 AM
Sounds better to me. :) But it is just my oppinion. Perhaps the other people do like it the way it was.

Gurra09
Aug 14, 2008, 06:22 AM
In my new update it will be +1 Food on Plots with 3 Food because then only farmlands and plots with food resources will get extra food.


Gurra09

Kao'chai
Aug 14, 2008, 07:54 AM
Nationalistic
+100% Domestic Great General points
National wonder build 50% faster

Edward The Big
Aug 14, 2008, 10:09 AM
I actually like this...

My question would be whether having Industrious and Productive wouldn't be a little redundant...Isn't that the same thing?

Gurra09
Aug 14, 2008, 01:06 PM
Thought about that too. Will delete that trait to the update.

Agrarian will have +1 food on plots with 4 food and I'll add Nationalistic trait.

Wolfshanze
Aug 14, 2008, 02:51 PM
"Pacifist" sounds like a trait no warmogerer can do without!

Seems a bit overpowered and focused for war to me to be called "Pacifist".

Extra happiness? Sounds great... now I can wage all the wars I want and never worry about folks back home getting angry... who needs Charisma to wage war, I'll just be a "Pacifist"...

Cheap Monastaries? Great! That means +10% science boost in all my cities, so I can keep my weapons of war at the cutting edge with all my happy people back home while I'm razing cities abroad!

Please rename this trait from "Pacifist" to "Warmonger".

Gurra09
Aug 14, 2008, 03:32 PM
I'll not rename it. I'll edit it so it's +50% Faster Production of Missionary instead of Monastery, +25% Great People Birth Rate and for making it a bit more pacifist: -25% Great General Emergence.


Gurra09

NikNaks
Aug 14, 2008, 03:34 PM
I think there should be some increased war weariness to go along with Pacifist.

Wolfshanze
Aug 14, 2008, 03:44 PM
I think there should be some increased war weariness to go along with Pacifist.
Agreed, but the increased WW would be countered by the increased happiness! :lol:

I was kinda joking about renaming it, more-so, I was pointing out how the traits you gave to a "pacifist" are perfect for a warmonger.

Frankly, you can't give this one any negatives unless you go back and give all other traits a negative.

I think all traits should come with positives and negatives, but it wouldn't be right to only give a negative to ONE trait while all others only give positives.

Gurra09
Aug 14, 2008, 03:50 PM
Pacifist is edited and uploaded without -25% Great General Emergence.

ViterboKnight
Aug 18, 2008, 03:25 AM
May I suggest a better "Scientific" trait? I've been playing with this for long time, and I think I've found a well balanced combo.
+15% research
+2 research for libraries and universities

This combo gives a big advantage in the early game, but the effects almost disappear as game goes on. After all, it is a good trait.
(By the way, it's extremely powerful with Creative, for cheap libraries!!)
The "+2 research for lib and uni" effect needs a SDK mod....

Gurra09
Aug 18, 2008, 07:36 AM
Then I myself can't do that...


Gurra09

Kao'chai
Aug 18, 2008, 09:05 AM
Now we have to do is to find the corresponding LH with the trait pairs , may we use CIV gold Leaders

Gurra09
Aug 18, 2008, 09:21 AM
This trait pack can be used for every leader in any civilization, mod or something.

Leaders changed here is just for you to be able to play with the new traits without any modding for people who don't want/can't mod but still wants the traits.

Civ Gold would be a good idea to implement the trait pack in because they have many leaders and with new traits less leaders will have the same trait combination.


Gurra09

Encyclopath
Aug 19, 2008, 02:50 PM
I like the Pacifist add. It never really fit into the Religion Civic IMO.
I agree about the name change for Secretive, but I can't think of much better. Covert?
I'd suggest replacing Seafaring with Maritime, and perhaps add plot bonuses to Ocean squares (as opposed to coast)
For Agrarian, I actually replaced the default labor civic with that, and gave +1 food from farms, plantations, and pastures. (I wish I could figure out how to increase build speed for ONLY those improvements)
Similarly, I renamed the Philosophical trait to Scientific, moved the Great Person bonus to Spiritual, and added a +20% global science boost (though that might be a bit high in mid-late game)
Raider and aggressive seem too similar, and with Imp and Pro it would make for 4 combat specific traits, seems too one-sided. How about changing aggressive to give Combat I and City Raider I?
Creative really needs some love. the +4 culture per city is useless after the first 20 turns or so, leaving it with just the petty building production pluses. I'd like to see +1 culture per pop point, or at least a global culture % bonus.

I've tweaked my own traits to give a minor, but very noticable -25% build time for nearly every building and wonder that could be associated with a trait (focusing mostly on the weaker ones like creative, charismatic, and organized). In this way, on Noble without Industrious, the distribution of Wonder building was very even between the AIs and I. It also seemed to make the wonders fit better to the AI leaders.

Again, all this is just IMO feedback, great job, and thanks for contributing content :)

[QUOTE=Gurra09;7131386]This is a XML Mod Component including 7 new traits: Secretive, Pacifist, Seafaring, Raider, Agrarian, Scientific and Nationalistic.