(Coming in Alpha5)
What is Dynamic Traits?
Original Mod Component Thread
Dynamic Traits is a system that lets the Leader of each Faction gain and lose traits depending on what actions they take.
So for example if you kill lots of enemy units, you might get a 'Bloodlust' Trait that gives you various Trait Based Bonuses or Penalties.
This thread is to discuss the possibilities of this new system.
Trait Tags:
FTTW Traits Tag Info
Full Trait Entry
Links to Python Trait Threads
List of Actions That Can Influence Traits:
When Built:
Specific Units Can Also Affect Traits
Specific Buildings Can Also Affect Traits
Specific Improvements Can Also Affect Traits
Trait Title:
Gains: Means how to get points towards this trait
Losses: Means how to lose points towards this trait
Effect: Means what the trait will actually do.
What is Dynamic Traits?
Original Mod Component Thread
Dynamic Traits is a system that lets the Leader of each Faction gain and lose traits depending on what actions they take.
So for example if you kill lots of enemy units, you might get a 'Bloodlust' Trait that gives you various Trait Based Bonuses or Penalties.
This thread is to discuss the possibilities of this new system.
Trait Tags:
FTTW Traits Tag Info
Full Trait Entry
Spoiler :
Code:
Full info
Values in optional tags are the default that will be applied if the tag is not present
<TraitInfo>
<Type>TRAIT_XXX</Type>
<Description>TXT_KEY_TRAIT_XXX</Description>
<ShortDescription>TXT_KEY_TRAIT_XXX_SHORT</ShortDescription>
<Help>TXT_KEY_TRAIT_XXX_HELP</Help>
<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>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
</ExtraYieldThresholds>
<TradeYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TradeYieldModifiers>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<PeaceCommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</PeaceCommerceModifiers>
<PillageCommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</PillageCommerceModifiers>
<PillageYieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PillageYieldModifiers>
<FreePromotions>
<FreePromotion>
<PromotionType>NO_PROMOTION</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
<UnitClassProductionModifiers>
<UnitClassProductionModifier>
<UnitClassType>NO_UNITCLASS</UnitClassType>
<iProductionModifier>0</iProductionModifier>
</UnitClassProductionModifier>
</UnitClassProductionModifiers>
<UnitCategoryProductionModifiers>
<UnitCategoryProductionModifier>
<UnitCategoryType>NO_UNITCATEGORY</UnitCategoryType>
<iProductionModifier>0</iProductionModifier>
</UnitCategoryProductionModifier>
</UnitCategoryProductionModifiers>
<UnitRaceProductionModifiers>
<UnitRaceProductionModifier>
<UnitRaceType>NO_RACE</UnitRaceType>
<iProductionModifier>0</iProductionModifier>
</UnitRaceProductionModifier>
</UnitRaceProductionModifiers>
<iFreeSpecialist>0</iFreeSpecialist>
<FreeSpecialistCounts>
<FreeSpecialistCount>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<iFreeSpecialistCount>0</iFreeSpecialistCount>
</FreeSpecialistCount>
</FreeSpecialistCounts>
<SpecialistValids>
<SpecialistValid>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<bValid>1</bValid>
</SpecialistValid>
</SpecialistValids>
<SpecialistExtraCommerces>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</SpecialistExtraCommerces>
<SpecialistCommerceChanges>
<SpecialistCommerceChange>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
</SpecialistCommerceChange>
</SpecialistCommerceChanges>
<SpecialistCommercePercentChanges>
<SpecialistCommercePercentChange>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<SpecialistCommercePercents>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</SpecialistCommercePercents>
</SpecialistCommercePercentChange>
</SpecialistCommercePercentChanges>
<SpecialistYieldChanges>
<SpecialistYieldChange>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<YieldChanges>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldChanges>
</SpecialistYieldChange>
</SpecialistYieldChanges>
<SpecialistYieldPercentChanges>
<SpecialistYieldPercentChange>
<SpecialistType>NO_SPECIALIST</SpecialistType>
<SpecialistYieldPercents>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</SpecialistYieldPercents>
</SpecialistYieldPercentChange>
</SpecialistYieldPercentChanges>
<bCoreTrait>0</bCoreTrait>
<ParentTrait>NO_TRAIT</ParentTrait>
<ChildTrait>NO_TRAIT</ChildTrait>
<iKilledUnitCounterMod>0</iKilledUnitCounterMod>
<iCityTakenCounterMod>0</iCityTakenCounterMod>
<iPlayerKilledCounterMod>0</iPlayerKilledCounterMod>
<iImprovementPillagedCounterMod>0</iImprovementPillagedCounterMod>
<iCityRazedCounterMod>0</iCityRazedCounterMod>
<iVassalGainedCounterMod>0</iVassalGainedCounterMod>
<iUnitGainedLevelCounterMod>0</iUnitGainedLevelCounterMod>
<iGPPointsCounterMod>0</iGPPointsCounterMod>
<iGPBornCounterMod>0</iGPBornCounterMod>
<iNumTradeRoutesCounterMod>0</iNumTradeRoutesCounterMod>
<iPopGrowthCounterMod>0</iPopGrowthCounterMod>
<iUnitLostCounterMod>0</iUnitLostCounterMod>
<iCityLostCounterMod>0</iCityLostCounterMod>
<iReligionFoundedCounterMod>0</iReligionFoundedCounterMod>
<iExcessHappinessCounterMod>0</iExcessHappinessCounterMod>
<iExcessHealthCounterMod>0</iExcessHealthCounterMod>
<iAttackVictoryCounterMod>0</iAttackVictoryCounterMod>
<iDefenseVictoryCounterMod>0</iDefenseVictoryCounterMod>
<iWonderConstructedCounterMod>0</iWonderConstructedCounterMod>
<iFoodCounterMod>0</iFoodCounterMod>
<iHammersCounterMod>0</iHammersCounterMod>
<iCommerceCounterMod>0</iCommerceCounterMod>
<iScienceCounterMod>0</iScienceCounterMod>
<iCultureCounterMod>0</iCultureCounterMod>
<iGoldCounterMod>0</iGoldCounterMod>
<UnitCombatKilledCounterMods>
<UnitCombatKilledCounterMod>
<UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
<iCounterMod>0</iCounterMod>
</UnitCombatKilledCounterMod>
</UnitCombatKilledCounterMods>
<ResourceOwnedCounterMods>
<ResourceOwnedCounterMod>
<ResourceType>NO_BONUS</ResourceType>
<iCounterMod>0</iCounterMod>
</ResourceOwnedCounterMod>
</ResourceOwnedCounterMods>
</TraitInfo>
Spoiler :
List of Actions That Can Influence Traits:
Spoiler :
bCoreTrait
ParentTrait
ChildTrait
iKilledUnitCounterMod
iCityTakenCounterMod
iPlayerKilledCounterMod
iImprovementPillagedCounterMod
iCityRazedCounterMod
iVassalGainedCounterMod
iUnitGainedLevelCounterMod
iGPPointsCounterMod
iGPBornCounterMod
iNumTradeRoutesCounterMod
iPopGrowthCounterMod
iUnitLostCounterMod
iCityLostCounterMod
iReligionFoundedCounterMod
iExcessHappinessCounterMod
iExcessHealthCounterMod
iAttackVictoryCounterMod
iDefenseVictoryCounterMod
iWonderConstructedCounterMod
iFoodCounterMod
iHammersCounterMod
iCommerceCounterMod
iScienceCounterMod
iCultureCounterMod
iGoldCounterMod
UnitCombatKilledCounterMods
ResourceOwnedCounterMods
ParentTrait
ChildTrait
iKilledUnitCounterMod
iCityTakenCounterMod
iPlayerKilledCounterMod
iImprovementPillagedCounterMod
iCityRazedCounterMod
iVassalGainedCounterMod
iUnitGainedLevelCounterMod
iGPPointsCounterMod
iGPBornCounterMod
iNumTradeRoutesCounterMod
iPopGrowthCounterMod
iUnitLostCounterMod
iCityLostCounterMod
iReligionFoundedCounterMod
iExcessHappinessCounterMod
iExcessHealthCounterMod
iAttackVictoryCounterMod
iDefenseVictoryCounterMod
iWonderConstructedCounterMod
iFoodCounterMod
iHammersCounterMod
iCommerceCounterMod
iScienceCounterMod
iCultureCounterMod
iGoldCounterMod
UnitCombatKilledCounterMods
ResourceOwnedCounterMods
When Built:
Specific Units Can Also Affect Traits
Specific Buildings Can Also Affect Traits
Specific Improvements Can Also Affect Traits
Trait Title:
Gains: Means how to get points towards this trait
Losses: Means how to lose points towards this trait
Effect: Means what the trait will actually do.