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#1 |
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Warlord
Join Date: Dec 2003
Location: Right behind you
Posts: 282
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Dominant Leader Traits
In a different Forum, some one asked how to write a mod to support a double-traited leader (e.g., Agressive/aAgressive, Spiritual/Spiritual, etc.)
I'd like to see it another way - A dominant trait. Which ever trait is listed first confers addition benefits. Finacial/Organized would be different from Organized/Financial. This would double the possible combinations. Here are some suggestions for the dominant traits: Aggressive
Financial
Organized
Protective
Philosophical
Charismatic
Spiritual
Creative
Expansionist
Industrious
Imperialistic
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Give a man a fish and he eats for a day... Teach a man to fish and he eats for a lifetime... Conquer a city with fish and get bonus food, trade and health. Last edited by Khan Quest; Sep 28, 2009 at 02:54 PM. Reason: Typos |
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#2 |
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Peter Jackson
Join Date: Dec 2008
Location: Middle Earth
Posts: 5,648
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Yeah, that could be interesting. It may be subject to game balance problems, though, and some traits would inevitably have to be nerfed, but it does make sense.
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#3 |
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Chieftain
Join Date: Jun 2006
Location: The Low Countries
Posts: 26
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I like the idea, and you have certainly thought it through. But the effect should be small as the character/effect of the dominant trait would diverge to much from the sub-dominant version.
I mean : if Alexander is philosophical/agressive and his father Philip II is agressive/philosophical, both should be recognisable as agressive leaders. Instead of one super-agressive and the other mwah-agressive. E.g. the suggestion for Spiritual (Religions spread 100% faster) is to strong. Keep it at 25%. Otherwise a good idea. It would open up new slots for new leaders in a natural way, in line with CIV concepts.
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Non ut edam vivo, sed ut vivam edo. Pecunia non olet. Finis coronat opus. Ceterum censeo Julius Ceasar in togam vestiam esse
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#4 |
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Chieftain
Join Date: Jan 2005
Posts: 75
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I like the idea. Certainly adds some flavor to the traits.
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#5 |
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Drill IV Defender
Join Date: Jan 2006
Posts: 4,784
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In my opinion...
Honestly, these are extremely unbalanced. Financial above is very weak. Aggressive would be ridiculously strong. Generally speaking I don't agree with boosting the existing traits any further. Various ideas of super traits are common for mod suggestions but how many have actually worked? There's also the problem that by increasing trait strength by too much you narrow the strategic options in a game to only a couple that are optimal with a given super trait. In BtS traits the traits are often not strong enough on their own to almost completely dictate your optimal strategy. That's a good thing.
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Mods: Advanced Combat Odds, PIG Mod (v0.81), End of Espionage Articles: Unit Healing, FORTS in BtS... Everything there is to know, Optimising the Globe Theatre Draft City, First Strikes, Combat Odds and RNG |
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#6 | |
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Warlord
Join Date: Jan 2009
Posts: 141
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Quote:
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#7 |
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Warlord
Join Date: Oct 2009
Posts: 279
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Aggressive would be simply ridiculous in this incarnation. I can just imagine CRIII+Withdrawal Keshiks... it would be absolute carnage. Not to mention CR Infantry, Rifles, Muskets in masses. Industrious is equally as ridiculous, you'd have so many great, early happy resources that are amazing tiles as well (Silver, Gold, Gems) along with Stone/Marble popping up all over the place+the extra hammers, hell you wouldn't even NEED slavery you'd have such ridiculous production capacities.
I'm not even gonna touch the sheer power that Philosophical has in this case, you'd be able to have basically ANY Great Person you want, and they'd be coming in MASSES. The main problem that comes in here is that some GPs (Engineers, late Prophets) are an incredible pain in the arse to get. Hell you could run a bunch of Scientists in Caste, set it on GE, and no matter which one comes up you have a useful GP for the situation. These would need to be heavily rebalanced. |
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