[MOD] New Traits

Impaler[WrG]

Civ4:Col UI programmer
Joined
Dec 5, 2005
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Location
Vallejo, California
New Traits Mod v1.0 by Impaler compatable with 1.52
Special thanks to tbd (Mod Switcher), Mylon (buildings), Zuul (Promotions)

Adds 8 new traits and modifies existing Traits, adds 9 new Buildings and modifies existing buildings

The goal of this Mod is to make each Trait both stronger and more focused on a
particular aspect of the game. These traits will also hugly incresse the number of
unique combinations (240 vs 56), Mods that create new leaders and Civs need not
replicate existing combinations and can create leaders that more accuratly match
history. A new Promotion inspired by Zuuls clever implementation of an Attack Promotionhas has
been added. Extensive balance testing will likly be needed on the first version

NEW TRAITS

AMBITIOUS: +50% Wonder Production
MERCHANTIAL: +1 Commerce on plots with 2, double production speed AirPort, new building RailYard
SCIENTIFIC: +20% Science, double production speed Library, Observatory, Lab
PROLIFIC: +1 Food on plots with 4, double production Granary, Supermarket
DEFENSIVE: Free Defender I promotion most Units, Double production wall, castle, bunker, bombshelter
CHARISMATIC: doulbe production Park, Colosseum, Monument, Brewery, Fun Land
SEAFARING: Free Navigation I, Combat I, Sentry promotion all Navel Units, doulbe production Harbor, Lighthouse, DryDock
+50% production speed all Navel Units (Caravel improved)
ENLIGHTENED: +3 Health per City, double production speed Aquaduct, Hospital, Recycling Center

OLD TRAITS

PHILISOPHICAL: only indirect change to University see below
AGGRESIVE: Expanded promotion to all Unit types except Archer and Naval, double production speed on Barraks, new building AirForce Base, Stable
SPIRITUAL: Droped no Anarchy, double production speed Temple, Cathedral, Monastary, +50% prdocution speed on Missionaries
EXPANSIVE: +50% production speed Workers (includes Indian fastworker), Settlers and Recon units
CREATIVE: Droped +2 Culture per City, +20% Culture, double production Theater, Broadcast Tower, new Sympony Hall
ORGANIZED: No Anarchy (Anarchy length increesed), -50% Civic upkeep, double production Jail, Courthouse
FINANCIAL: +20% Gold, double production speed Market, Bank, Grocer
INDUSTRIOUS: +1 Production on plots with 3, double production speed, Forge, Factory, new building SteelMill

NEW BUILDINGS

BREWERY: borrowed from Mylon Mod, +2 Happyness, +1 Health, Cost 80, No Prerequisite
PARK: borrow form Mylon Mod, +1 Happyness, +1 Health, Cost 100, Prerequisite Ecology
FUN LAND: borrowed from Mylon Mod, +3 Happyness, +8 Culture, 1 Free Merchant, 1 Free Artist, Cost 225, Prerequisite Mass Media
MONUMENT: borrow from Mylon Mod, +1 Happyness, +4 Culture, Cost ??, Prerequisite Nationalism
SYMPHONY HALL: original Building, +2 Happyness, +25% Culture, Cost 120, Prerequisite Music
RAILYARD: original Building, +1 Trade Routes, +50% Trade Yield, +2 Merchants, -2 Health, Cost 175, Prerequisite Railroad
AIRFORCE BASE: original Building, 3 Airlifts, +4 Exp Air Units, +50% Production Speed Air Units, -2 Health, Cost 350, Prerequisite Flight
STABLE: original Building, +3 Exp Mounted Units, Cost 80, Prerequisite HorseBackRiding
STEELMILL: borrowed from Lost Wonders, +25% production, +25% Production with Power, -2 Health, Cost 250, Prerequisite Steel

OLD BUILDINGS

RECYCLING CENTER: Added -25% Production, Cost 300
COLESEUM: Droped Commerce Happyness, +3 Happyness, +4 Culture, Cost 150
THEATER: Droped Commerce Happyness, +1 Happyness, +3 Culture, +1 Happyness from Dye
BROADCAST TOWER: Droped Commerce Happyness, +50% Culture, +1 Happyness Musicals, Singles, Movies
LABRATORY: Droped -1 Health
UNIVERSITY: Droped Science Bonus, +25% Great People, +3 Culture, +1 Each Specialist
SUPERMARKET: borrowed from Lost Wonders, +25% Food, Cost 200
GRoCER: Droped 1 Merchant, Cost 125
Other Buildings: Production Traits changed for many other buildings to link them to new Traits

NEW PROMOTION

Defender I: +15% Defence, No Prerequisite, Uses City GarrisionI Icon
Defender II: +15% Defence, Prerewuisite Defender I, Uses City GarrisionI Icon
Defender III: +20% Defence, Prerequsite Defender II, Uses City GarrisionI Icon

LEADER:

The games Original Leaders have had the new Traits randomly inserted just to show them off, Leader Traits
can easily be changed back to the original ones by removing the LeaderInfo file from the Mod. If your creating
new Leaders and want to use these New Traits just combine your LeaderInfo file with references to the
new traits along with any art files you have added. I will be looking for advice on reassigning traits for
all the original leaders based on historical data.

MISILANIOUS:

Anarchy for Civics changes incressed to 1, Anarchy for Religion changes incressed to 2
Caravel now carries any land unit

MODUALS:

Along with a ready to play Mod I have included a Modual package.
These Moduals contain data specific to each new Building making it easy to
merge them into existing Mods. Also included are Merge Files created by
Mod Switcher, download this handy program at

http://forums.civfanatics.com/showthread.php?t=140188

to do to all that tedious
merging for you. After setting up your file pathways, simply place these
merge files into the Mods directory of Mod Switcher and start up the Program,
you should see a check box for each mod. The chosen mods will be merged into
a ready to play Mod. If you want to add these Buildings to an existing Mod
first make backups of the files that the Building uses. Then place the
coresponding file from your mod into the Civ4 Assets directory. When you
run Mod switcher now if will use your Mod files as the base onwhich to add
the new buildings. The resulting output files can then be re-incorporated
into your mod having picked up the new Buildings. Note you will need to remove the references to my new Traits if your not using them or else you will get an error when loading the mod. Remember to put back the
original Asset files when your done. As Mod switcher becomes more sophisticated this will become easier. please help out and provide feedback to tbd the creator of Mod Switcher, I have found it very usefull.

Oppsy: Moderator please move to completed Mods Page THANKS!
 
Could the Moderators move this over to the Completed Mods page
 
It seems like impressive changes to me. Nice ideas about new traits! :thumbsup:

PS. You better send a PM to moderators
 
SCIENTIFIC: +20% Science, double production speed Library, Observatory, Lab

Wow, tough. 20% science is alot!

PROLIFIC: +1 Food on plots with 4, double production Granary, Supermarket

Ok i guess. I usually dont have more than 1 square with 4 food per city, sometimes none. But the nation will boom at modern ages, when you get biology! Its the trait for china and india :)

DEFENSIVE: Free Defender I promotion most Units, Double production wall, castle, bunker, bombshelter

Weak..

CHARISMATIC: doulbe production Park, Colosseum, Monument, Brewery, Fun Land

Useless!

SEAFARING: Free Navigation I, Combat I, Sentry promotion all Navel Units, doulbe production Harbor, Lighthouse, DryDock
+50% production speed all Navel Units (Caravel improved)

Too good!

Ambitous, Merchantil, Profilic and Enlightened are ok. Seafaring and scientific are too good, and charismatic and defensive are too weak. Now you dont have any civic to decrease civic costs (i liked organized, even being a weak civic), no civic to get free borders (creative) neither one to remove anarchy (spiritual). Maybe give No Anarchy to charismatic, it will make it ok (and makes sense). Scientific is too good! And i dont like seafaring traits because it makes those leaders useless in land maps...

Just my .02 :)
 
it seems you tried to make the traits more diverse and more impactful on the game by increasing their effects. i'm afraid that will throw off what really is a delicate balance in keeping the game fair. many of the changes you made are balanced at first, but int he late game will become superpowered, or vice versa. the scientific trait is definitely too strong. i'd tone the traits down and balance them out
 
MERCHANTIAL isn't a word either. It's mercantile. Like mercantilism the civic in the game, see..?
Happyness isn't a word either and many others if we get pedantic. But we knew what they meant.
 
Ok you updated, so ill do that as well :)

Impaler[WrG] said:
New Traits Mod v1.0 by Impaler compatable with 1.52
Special thanks to tbd (Mod Switcher), Mylon (buildings), Zuul (Promotions)
NEW TRAITS

AMBITIOUS: +50% Wonder Production
MERCHANTIAL: +1 Commerce on plots with 2, double production speed AirPort, new building RailYard
Ok
SCIENTIFIC: +20% Science, double production speed Library, Observatory, Lab

WAY TOO GOOD! The player will BOOOOOM in the middle game with this!

PROLIFIC: +1 Food on plots with 4, double production Granary, Supermarket

Ok, but i dont like this one. I like playing Ice Age ( :) ) and theres not a single flood plains in the map! Only usefull for a FEW coastal squares. And grasslands with byology later on.

DEFENSIVE: Free Defender I promotion most Units, Double production wall, castle, bunker, bombshelter

I guess its ok, kinda of weak though.

CHARISMATIC: doulbe production Park, Colosseum, Monument, Brewery, Fun Land

USELESS! Make it give double production for more buildings, or give it +1 culture per turn!

SEAFARING: Free Navigation I, Combat I, Sentry promotion all Navel Units, doulbe production Harbor, Lighthouse, DryDock
+50% production speed all Navel Units (Caravel improved)

Way too goodness in there! Overpowered (for water maps, thats it).

ENLIGHTENED: +3 Health per City, double production speed Aquaduct, Hospital, Recycling Center

Ok

PHILISOPHICAL: only indirect change to University see below
AGGRESIVE: Expanded promotion to all Unit types except Archer and Naval, double production speed on Barraks, new building AirForce Base, Stable
CREATIVE: Droped +2 Culture per City, +20% Culture, double production Theater, Broadcast Tower, new Sympony Hall
FINANCIAL: +20% Gold, double production speed Market, Bank, Grocer
INDUSTRIOUS: +1 Production on plots with 3, double production speed, Forge, Factory, new building SteelMill

These are ok.

SPIRITUAL: Droped no Anarchy, double production speed Temple, Cathedral, Monastary, +50% prdocution speed on Missionaries
EXPANSIVE: +50% production speed Workers (includes Indian fastworker), Settlers and Recon units

Too weak. You removed their costly ability and replaced it with not-so-good bonuses!

ORGANIZED: No Anarchy (Anarchy length increesed), -50% Civic upkeep, double production Jail, Courthouse

Organized is now Spiritual+Organized! Too good!

I liked the idea of Profilic and Charismatic, but as you made them, this mod is not balanced (imo).
 
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