New traits?

Pangur Bán

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I realise an new XP is unlikely. However, you never know. ;)

If one were to come, though, new leaders and civs would come. Which would mean new traits would come.

Anyone have any idea what bonuses such new traits could have?

*Agricultural -- +1 food on all tiles with at least 2 food (would go one each of the Egyptian, Chinese and Indian leaders)
*Diplomatic -- +2 relations with all players; double production speed of Customs Houses, Apostolic Palace and UN (would go to Roosevelt and De Gaulle)
*Ferocious -- all Melee and Gunpowder units start with City Raider I; no city revolts upon capture (would go to the Mongol rulers, and perhaps to Shaka and Julius)
*Productive -- +1 hammer on all tiles with at least 2 hammers

Underpowered? Overpowered?

Any other ideas?
 
All overpowering imho, but if you knocked the values down a bit, or increased the thresholds I quite like the idea in general, though not the double production speed for the AP & UN.

Not too sure about the leaders though, De Gaulle +2 diplo relations with any leader is a bit of a push.
 
Agricultural would be way to powerfull.

imagine a city build on top of flood plains for example
we could build cottage and have 4 food + cottage......
or 5 food tile on every farmed FP....

I don't know how much pop a city like this could get but it would be ridiculous.
and with slavery it would be assome.
 
Well, health and happy caps exist. It's essentially the same feature as possessed by Financial, yet there is no health or happy cap on finance. Don't get me wrong, I'm not claiming it isn't overpowered (I'd need to play it), but offering it as a suggestion for discussion.

Ferocious surely ain't overpowered?
 
massively overpowered ...

Agricultural should either be +1 food if it allready got 4 (so it gives something but aren't as gamebreaking as 2 would be)) OR letting you irrigate deserts into 2f/0h/0c (3f/0h/0c postbiology) ... still not that good but it'll make an desert city able to support itself
Productive should either be +1 Hammer if it allready got 4 (offhand the only one i remember fits this bill is metals, plains hill mines, and prains workshops (lategame) and doing Golden ages for a bit miore) or a minscure % bonus (maybe ... 10% hammers all around)

Ferocious doesn't work in my opinion since it exp enchancement is allready played with, with 3 traits ... futhermore ... instant city capture makes a city much easier defendable when its easiest to recapture

Diplomatic ... well ... while it aren't to the untrained eye overpowered it is when you know of how easy it is to play the diplomatic scene ... and would make it rather easy to win above your level if you know how to play that scene (i can personlly somewhat easy allready manage to stay peacefull on a panagea while everyone else is in several wars with each other) ... so don't work

EDIT:

Commence is by gamenature allready easier to ramp up to 5+ on all tiles (cottage, work a bit, done) so Financial while a huge boost early on, doesn't do that much relatively when your cottages have been worked out to towns all around
 
i'd better change existing traits:
Industrial: +1:hammers: on tiles with at least 4:hammers:; double-speed forge and factory; workers build improvements 33% faster; (no +50% to wonders)
Creative: +2:culture: per specialist inplace of +2:culture: per city (may use citizens to pop borders); double-speed colosseums, theatres; +25% to wonders production
Spiritual: double speed missionaries, all religious buildings (temple, monastery, cathedral) production; -50% anarchy length
Imperailistic: +100% GG points; +1 extra :) per vassal; -25% war weariness; double speed dry docks, monuments (no cheap settlers)
Aggressive: Combat I to meelee, gunpowder and mounted; double speed barracks, stables;
Epxansive: +50% to settlers production; +1:food: on tiles with at least 5:food:; double-speed granaries, aqueducts; no bonus to workers production
Financial: +1:commerce: on tiles with at least 3:commerce:; double-speed markets, banks
Protective: +double speed bomb shelter, bunker production; +100% GG points in cultural borders

new traits:
Trading: +100%:traderoute: yield; double-speed groceries, customs houses. navigation I for naval units. (viking UB may give +2 xp for naval)
Despotic: -2:mad: per spy stationed in the city; double speed of jail and investigation bureau production; morale promotion for spies;
 
Agricultural would be way to powerfull.

imagine a city build on top of flood plains for example
we could build cottage and have 4 food + cottage......
or 5 food tile on every farmed FP....

I don't know how much pop a city like this could get but it would be ridiculous.
and with slavery it would be assome.

You can already get 5 food on a farmed FP.
 
*Agricultural -- +1 food on all tiles with at least 2 food (would go one each of the Egyptian, Chinese and Indian leaders)

Overpowered. Extra food is terribly overpowered. Even Plains tiles can be 3:food: now.

*Diplomatic -- +2 relations with all players; double production speed of Customs Houses, Apostolic Palace and UN (would go to Roosevelt and De Gaulle)

Almost absolutely useless on Multiplayer.

*Ferocious -- all Melee and Gunpowder units start with City Raider I; no city revolts upon capture (would go to the Mongol rulers, and perhaps to Shaka and Julius)

Extremely overpowered. CR1 for gunpowder units? Have you seen what a CR3 rifle can do?

*Productive -- +1 hammer on all tiles with at least 2 hammers

Make it +1 on every 3:hammers: and maybe.
 
Almost absolutely useless on Multiplayer.

Absolutely. I'm an idiot for not thinking of that. It's a shame though, as it would be good otherwise. Maybe the developers can come up with some mind controlling power ... :crazyeye:

Extremely overpowered. CR1 for gunpowder units? Have you seen what a CR3 rifle can do?

I normally get those pretty fast anyhoo in my nationhood/rifleman rush.
 
I realise an new XP is unlikely. However, you never know. ;)

Not a chance. When a company releases a patch that allows you to boot without a disk, it typically means they've made as much money from the game as they're expecting and they won't be releasing any new content for it.
 
Unless the next cd also allows you to not have to boot with it in, though I do concede your probably right anyways. Still they may have Leader Traits in Civ 5.
 
Overpowered. Extra food is terribly overpowered. Even Plains tiles can be 3:food: now.



Almost absolutely useless on Multiplayer.



Extremely overpowered. CR1 for gunpowder units? Have you seen what a CR3 rifle can do?



Make it +1 on every 3:hammers: and maybe.

1. Agreed. I think for an agricultural civ, it means faster food buildings, +100% for granaries, lighthouses. And then plus 1 :food: for any farmed rice, wheat, or corn,.

2. Agreed.

3. I don't think it is that overpowered, if you have the right sort of promotions to stop the city raider with the city garrison.

4. I am unsure how we could use such a trait and make it not too powerful.
 
All the extra food should be allowed to be sold or donated to other civs.

Remember, along with today's meds, we have learned to farm, preserve, and transport so well, that the Earth's population has increased 6 fold in just the last 200 years. We didn't hit one billion until around 1800. Now we have six billion.

I believe to start early in a game with the ability to grow so much, and keep it consistently might be "overpowering". I think the key should be in researching ag techs.
 
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