The original traits have great depth which I don't want to mess with too much. In essence I agree with you, but practically I don't think I will do that.
The idea that negatives and positives should be more consistent across the traits is something that I will try to do. Maintaining that consistency while giving each trait its own flavour that corresponds to the trait name is kinda difficult. Ill send you a draft when its done.
I agree with you about the depth of the original traits and if you look at my list most of the trait modifiers are included in there. I just thought it would be a good idea to make some sort of formula for balancing reasons.
I would love to see a draft and help with anything if you need it.
I like the basics of that idea except that I would prefer 2/1 (1 Strong Positive, 1 Weak Positive and 1 Weak Negative) (Overall Positive) and 1/2(1Strong Negative, 1 Weak Negative and 1 Weak Positive) (Overall Negative) then give 2 'overall positive' and 1 'overall negative' trait to each leaderhead.
If this sort of equation was adhered to, it would not matter if traits double up or counteract, all should remain in balance.
I like how you are thinking on that I would just be concerned that when dynamic traits (or choosing your own combination of traits) that it would be best if
all traits were evenly balanced.
I suppose with your preferred method that that would still be possible. The player would just have to pick an overall positive and an overall negative trait. I personally just think it would be easier on everyone's brains if all traits were equal.
Of course, there are more aspects to rate than what you've listed, such as building cost modifiers.
Agreed, I was sure there were modifiers that I was leaving out when I made that list and I was hoping when I posted it that people would add their input
I would think that those would fall in the second tier, right?
Yeah buildings is a big one, like hunter gatherer gonna have slower granary which is the equivalent of -1 health if not more.
Is there a way to make aspects of traits at all era dependant?
For example, -1 health is a bit of a handicap but after the beginning of prehistoric it really equates to nothing. Would be good if this went up by 2 each era. So by the time you get to modern era it would be like -15 health or whatever it is.
I have an idea.
What about if traits get a free building exclusive to them, it expires at the end of that era and for the duration of that era it gives a specific bonus/penalty.
Era variable modifiers would be a great thing if balanced correctly in IMO. I think a lot of era adjustments could be made to all aspects of C2C to make the game more balanced (which I believe there has been discussions about in other topics of gameplay).
As for traits getting a free building...well I wouldn't think that would be a good idea for a couple reasons. Firstly, more buildings
, please no (at least not unnecessary ones). Secondly, I think the mod team has enough stuff going on that they shouldn't be bothered making more buildings for traits. Lastly, I think it would be more realistic to have traits scale by era
or have traits created that manually scale that are available to pick in that era when dynamic traits is implemented!
Basically, I think all traits should be balanced but have their own uniqueness and that the traits should be more focused on the eventual implementation of dynamic traits so that work doesn't need to be done on the same concept within a short period of time.
*Didn't see you add that last part until I had posted this*
I think the dynamic traits/leaderheads would not require any sort of wonders. That would just make the need for more wonders and screw with the people that use wonder limits (me
). I'm not very knowledgeable on this but I believe that coding would need done for your leader to die off over a semi-random period of time and you would get a new leaderhead with different traits or with dynamic traits you could pick your traits (maybe different by era that you are in).