| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
ChooseReligion enthusiast
Join Date: Aug 2007
Location: Acworth, GA
Posts: 168
|
My prototype Leader Traits rework
I'm looking to tweak the leader traits to be both more balanced and more logical (IMO). I'm especially concerned about balance; if anything here seems unbalanced (coughPhilosophical/uncough), feel free to call me out on it. If anyone wants to duplicate the changes I made, I can load a copy of my Civ4TraitInfos.xml if you like.
I took many of these changes, either in whole or in part, from another thread whose location escapes me ![]() So far: Philosophical: Might be a bit too strong. +50% (versus +100% default)+10% ![]() Double production of Libraries and Universities Spiritual: Should be about on target. +2 per cityDouble Temples Expansive: May be weak. +2 per city+25% worker production Double Harbor, Aqueduct, something else I can't remem Industrious: I really like this one. +1 in plot with at least 3 ![]() Double Forge, Factory Creative: Should be the gold standard of balance. +50% wonder prod Double Theater and like two other culture buildings Financial: May be weak. +15% per cityDouble Market, Grocer Organized: Should be balanced, maybe a bit weak. Same except added Double Palace. Charismatic: Should be balanced. No Anarchy. +100% National wonder prod +1 from Monument, Broadcast TowerProtective: Mostly balanced. City garrison for def units, like default without Drill. +75% Great General emergence from XP within borders Imperialistic: Maybe a bit powerful. -25% XP for promotions +50% Great General emergence Aggressive: As default. |
|
|
|
|
|
#2 |
|
Caligula II
Join Date: Aug 2007
Posts: 1,486
|
I guess you could try. Good luck Modding it.
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Leader traits | killz67 | Civ - Ideas & Suggestions | 8 | Dec 13, 2008 06:36 PM |
| Civ Traits vs. Leader Traits | jaldaen | Civ4Col - Creation & Customization | 1 | Oct 17, 2008 08:52 PM |
| Hi i have a modding question: I changed leader traits in xml but they have old traits | Xanikk999 | Civ4 - Creation & Customization | 8 | Oct 11, 2006 10:37 AM |
| New Leader Traits | Impaler[WrG] | Civ4 - Creation & Customization | 10 | Jan 05, 2006 07:06 PM |
| Austria-Traits,Leader,UU,City Names,Great Leader Names | vbraun | Civ3 - General Discussions | 23 | Nov 04, 2003 12:49 PM |