I like that for the reason you mentioned, How do you actiave the +1 Trade Route, I havent seen that in the XML.
I do it through Python, using a modified version of Tsentom's free specialist code.
I like that for the reason you mentioned, How do you actiave the +1 Trade Route, I havent seen that in the XML.
My proposal for Seafaring/Enterprising/Commercial:
• +1 trade route per city
• +1 movement for Naval Units (triggered by a tech if desired)
• Double production speed of Market and Custom House
Adding an extra trade route gives a modest increase to commerce that never gets out of hand and isn't available until you have at least 2 connected cities, preventing an early science advantage. Trade routes are especially effective for coastal cities, keeping with the maritime theme. Custom House complements this well and the market is so that inland cities still have some advantage. No existing traits need to be changed.
I've been using this trait (Enterprising) in my mod and it's probably the most balanced of all the new ones I've added. I can see why people might want to add the scout/explorer bonus but personally I think that's pretty weak as they are not expensive units to begin with and feels like a bonus for the sake of a bonus.
When you think about it, all the great maritime civilizations (Phoenicia, Netherlands, Portugal, England, etc) have been motivated by trade and seeking new opportunities for commerce. I think this trait is balanced and fits the theme perfectly.
I think we can easily go with the trading bonuses too, but don't get rid of the exploring bonuses.
As you mentioned they are not that big of a bonus, but would flavour this trait very much. Maybe if we give scouts and explorers a free promotion connected to this it's not that weak
So the trait could be seafaring with exploration and trade flavour, as it should be.
I don't suggest all of these bonuses, these are just the best ideas so far:
- +1 movement or free promotion (Navigation I and/or Sentry) for naval units
- production bonus for early and medieval naval units and scouts, explorers
- free promotion for scouts, explorers (Mobility and/or Sentry)
- DPS of drydock, custom house, maybe market
- +1 trade routes per city
Alright, drop the production bonus of recon units.
We don't have to add promotions to naval units. If we don't add any here, then we can choose from more promotions for scouts and explorers
Also, I'm aware that drydock has DPS for Agressive leaders, just thought maybe it suits Seafaring better.
So this leaves us with these options:
- +1 movement for naval units
- slight production bonus for early and medieval naval units - Caravel, Galley is a must have if we go with this option, and we can always drop Explorers back here if the majority (or Capo ) wants to
- free Mobility and Sentry promotion to scouts and explorers - we can add both, neither one is that powerful, but together they can be very useful
- DPS of custom house, maybe 1-2 more from drydock, market, harbor, lighthouse - some of these are already used in other traits
- +1 trade routes per city
I'd replace the +1 trade route with Drill 1 for all ships, personally. Fits more with the theme.
Also, remove market from the DPS list. The rest make sense, but market... not really.
Actually: I have a question for you, Capo: How'd you get the Bush and Obama skins to fit so well on those leaderheads? (That was you, right?)
+1 Movement for Naval Units (no tech needed)
Double Production Speed of Customs House, Drydock, Market, Harbor (Lighthouse removed, we could also remove one of these four, ideally I want three buildings)
-50% Maintenance for Overseas Colonies (not sure how possible this is)
+1 Happiness per National Wonder (in city built)
[*]Double production speed of Courthouse, Monument, Jail, (Mind Control Center), Barracks, Castle, Radio Tower (these can be dwindled, but that's just a preliminary list)
No wait times between revolutions OR x2 bonuses for WLTKD
No upkeep for either legal or government civics (just had this idea)
Alright, so I have read all of this stuff and here are my suggestions:
Seafaring/Enterprising
- +1 Movement for Naval Units (no tech needed)
- Double Production Speed of Customs House, Drydock, Market, Harbor (Lighthouse removed, we could also remove one of these four, ideally I want three buildings)
- -50% Maintenance for Overseas Colonies (not sure how possible this is)
I'm still iffy on what I think we should do for Searfaring, here's Nationalistic:
Nationalistic/Secretive
- +2 Espionage Points per city
- +1 Happiness per National Wonder (in city built)
- Double production speed of Courthouse, Monument, Jail, (Mind Control Center), Barracks, Castle, Radio Tower (these can be dwindled, but that's just a preliminary list)
- No wait times between revolutions OR x2 bonuses for WLTKD
- No upkeep for either legal or government civics (just had this idea)
These aren't meant as final suggestions, but I think we're getting closer to a final decision here. Please let me know if you think I have omitted anything important, or have gone overboard with one of these. I don't mind one or two DP buildings overlapping for the different traits, but if there are many it seems redundant. So we could always change a few of them for the vanilla traits. We're already changing soem fo the leader AIs.
Personally, I think the Seafaring suggestions are fine. I don't think it is over or under-powered.
I think for Nationalistic we can remove the last two options. Firstly, it will make it easier to implement (and for the AI to understand) and secondly I think the others are good enough, combined with spy promotions the +2 espionage is a really good advantage. I think we should remove the Courthouse from the list and replace it with the Intelligence or Security building. We could also stand to remove a couple of the others as well (i.e. whichever ones are used for another trait).
How about we replace Courthouse and Radio Tower with both the intelligence agency and security building?
Also, if we're giving the axe to cheaper national wonders, I'd maybe switch +1 happiness in that one city to +1 happiness within the nation. Your nation's people are happier that they have a new wonder to show off, after all. Makes more sense to me.
How about we replace Courthouse and Radio Tower with both the intelligence agency and security building?
Also, if we're giving the axe to cheaper national wonders, I'd maybe switch +1 happiness in that one city to +1 happiness within the nation. Your nation's people are happier that they have a new wonder to show off, after all. Makes more sense to me.