I've tried it out, and i have to say: great work !
I've looked into the code, and it seems to be very difficult?
How much did it take, to program that?
No matter how you make a production trait I feel it'll be very powerful. Hope it's useful.
It's easy to change to -10 or -15 % Cost. In the python currently you'll see it says return 80 (or 80% of the cost) just make it 90 or 85, etc. (then of course go into the xml text file and change the description)
Oh, I can separate them if you want.
In truth there a are ton of python wonders
My Mercantile is actually all XML.
<traderouteyields>
My Nationalistic is half and half - but I kinda cheated with it (in how its accomplished but it works 100% so I guess that's in the eye of the beholder) which is why I never separated it.
The Barbaric trait in Thomas' War is also half and half python and xml. (No one uses Barbaric though, there are quite a few things programmed into Thomas' War that are hidden just because I never got around to assigning them to things).
Hey tsentom1, if you're taking requests I'd like a Progressive Trait. I'd like it to have a 10% Tech reduction cost, and +1 culture per religion (so state religion gives 2 culture, and non state religions 1), and religious buildings. I'm also wanting it to have no revolution penalties from non state religions, as per the Revolutions mod, though I'm pretty sure I could code that myself (and if not, I know where to start and what questions to ask to figure it out). If not, it's cool, just noticed you were taking requests, and this is one I'd like to add to the WolfRevolution mod, but don't really know how to go about doing it.
How would you do this in the XML? Research bonus isn't in Traits, there is a tag in civics though. Also I've rethought it, and it would be more balanced to simply have it so non state religions produced +1 culture, rather then giving a bonus to religious buildings as well as the state religion. This would also give an advantage to choosing no state religion (such as the free religion civic, or just in general) as only no state religion would really give a noticeable bonus, a city in a civ with a state religion other then the state religion would still be helped, but it wouldn't be overpowered, as the original suggestion was. Anyway thanks for considering this trait.Though if you're simply talking about a general +10% research bonus (not affecting the specific cost persay, I can do that easily with the XML. The religion thing I can probably do on begin player turn, scan cities, get number of religions, and add +1 culture per religion. Let me see how that code would work out.
How would you do this in the XML? Research bonus isn't in Traits, there is a tag in civics though. Also I've rethought it, and it would be more balanced to simply have it so non state religions produced +1 culture, rather then giving a bonus to religious buildings as well as the state religion. This would also give an advantage to choosing no state religion (such as the free religion civic, or just in general) as only no state religion would really give a noticeable bonus, a city in a civ with a state religion other then the state religion would still be helped, but it wouldn't be overpowered, as the original suggestion was. Anyway thanks for considering this trait.
<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/>
<TradeYieldModifiers/>
<CommerceChanges/>
[B]<CommerceModifiers/>[/B]
<FreePromotions/>
<FreePromotionUnitCombats/>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>