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#1 |
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Warlord
Join Date: Sep 2008
Posts: 179
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A real try at some new traits.
OK, so I fiddled around with these a few weeks ago. But now I'd like to see what would happen if the following traits could be added to the game.
======== Diplomatic: +2 relations with all civilizations. Double production speed of the United Nations wonder. Double production speed of missionaries. Spying: +10% in all cities.Double production speed of Intelligence Agency and Security Bureau. Scientific: All buildings except Monasteries that supply a percentage bonus receive an additional +5% .Agricultural: +1 to all tiles producing 4 or more until Biology is researched.Double production speed of Grocer and Supermarket. Entertaining: +5% slider for free. (Cannot send the total of sliders over 100%; cannot adjust the slider until Music is researched.)Colosseum provides +1 per 15% .Double production speed of Broadway, Rock & Roll, and Hollywood wonders. (This trait would work best if sliders can be set in increments of 5%.) Draconian: Slavery produces +25% .Under Nationhood, each city may draft a second unit per turn, for +4 and -1 population.Double production speed of Jail. ======== Obviously Diplo does almost nothing in a multiplayer game, but it could sure give an early-game boost against AI's, which can domino into good relationships with more AI's. Entertainining may resemble Creative, but just like the differences between Financial and Organized, these two traits differ as well. I'm trying to figure out the whipping bonus for Drac; currently I have it set at 33 1/3%. Last edited by toll_booth; Oct 31, 2009 at 12:37 PM. Reason: tweaked Draconian (3x), Scientific (2x), Agricultural (1x), and Diplomatic (1x); eliminated Corporate |
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#2 |
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Warlord
Join Date: Jun 2009
Posts: 128
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Aggricultral & Scientific make sense since they were in Civ3
I miss a Sci guy for Germany |
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#3 |
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Prince
Join Date: Oct 2007
Location: Columbus, Ohio
Posts: 457
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Those are really well thought out and could have been implemented into the game in a balanced way. I assume that there are no modders around here who can make the AI know how to use new traits such as these? Like, I don't think the current AI will use Draconian properly very often.
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long time lurker, of few words |
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#4 | |
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King
Join Date: Sep 2009
Posts: 829
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#5 |
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Creative Addict
Join Date: Dec 2008
Location: Canada
Posts: 527
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Draconian would be overpowered. 6 rifles/turn from drafting for 10 turns = 60 rifles?
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#6 |
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Deity
Join Date: Mar 2003
Posts: 4,188
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Why don't you create them, playtest them, and then balance them?
For what it's worth the current test build of LoR has two added traits (the official release only has enlightened so far). Both the traits seem balanced, and useful, and it's entirely in the DLL with XML tags, so doesn't require python fiddling now that the atributes are set up. Which brings up a new point, to create a well made trait, you must do some actual coding. And in some instances you must do some dll editing (my prefered method as then other mod modders, and yourself have easy access to setting stuff in the XML), but many traits available are done entirely in Python. Tsentom's Python Traits are a good example of traits done entirely in python. The traits I have come up with, that are balanced and have a unique flavor are: Enlightened:
Strategic:
Like I've said I've found from playtesting these are balanced. Though people consider Enlightened to be one of the stronger traits, up there with Finacial. The +10% bonus to science doesn't sound like much, but it adds up. I was surprised Strategic ended up being balanced, I thought it would be highly dependent on gamespeed and end up overpowered, but it seems good from all testing I've done. |
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#7 | ||
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Warlord
Join Date: Sep 2008
Posts: 179
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If Diplomatic really is that weak, perhaps it should give a +2 relations with all AI's? |
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#8 |
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Warlord
Join Date: Aug 2006
Posts: 101
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Most of them seem reasonably balanced, although I think the real benefits of a few may come too late.
Draconian, however, is absurdly overpowered. Any seasoned slaver/drafter would laugh just thinking about what they could achieve with those bonuses. edit: I'd be hesitant about a trait that significantly improved either slavery or drafting, since used correctly they are already two of the most powerful tools in the game. |
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#9 | |
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Warlord
Join Date: Sep 2008
Posts: 179
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#10 |
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King
Join Date: Sep 2009
Posts: 829
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The new draconian seem less overpowered. Then again, thoses mechanics are borderline overpowered in vanilla civ4 so trait that augment them are alway at a risk of being either insignificant or overpowered. It may not have something in the middle.
Diplomatic's bonus to AI attitude cannot be really good, because most of the time the AI is either a desperate case or already a friend. It help only in some specific case, and it's more a floavor bonus than a real bonus. This trait will not come up good until you find something significant to add to him. Maybe a 25% bonus to search technologie discovered by civ you have already encountered, because your diplomatic skill help to approach scholar. |
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#11 |
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King
Join Date: Feb 2009
Posts: 629
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Draconian is going to be really tough to balance in such ways. I'd have to do math on Slavery, however the drafting aspect still seems too good and a bit off. 2 units for 2 pop and 5 unhappiness. So you get 2 units in 1 less turn and with 1 less unhappy penalty per city. So in order to draft 20 rifles from 5 cities you'd need:
Normal - 4 turns, 12 unhappiness in each city. Draconian - 2 turns, 10 unhappiness in each city. You are still effectively doubling the rate at which you can draft units while decreasing the penalty. Also Infantry+ already take 2 pop to draft, so this would be even more skewed with the current wording. If you want to boost drafting I'd say try to balance it so early drafting is not horribly destructive while late game drafting is once again useful outside of "oh holy hell wtf" type defensive situations. |
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#12 | |
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Warlord
Join Date: Sep 2008
Posts: 179
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-Can draft 2 soldiers per city, per turn. -First draft works as normal: -1 pop, +3 .-Second draft, if done, gives -1 pop and +4 . Or maybe it should be +5 ? Only thing is, though, if drafting in any city other than the one with the Globe Theater, the player is very likely to have to crank up the slider to keep from skyrocketing. Even Charismatic won't help much with that.Alternatively, each city can draft twice per turn, both times producing -1 pop and +4 .
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#13 | ||||
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King
Join Date: Sep 2009
Posts: 829
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Really way too late in the game. I simply think there is no reason for such a late trait, unless you make corporation begin with guild, and being replaced by stronger corporation when the time is right. |
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#14 | |
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Emperor
Join Date: Jan 2002
Location: Dublin, Ireland
Posts: 1,766
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LandMasses Version 3 Now Available since 18/05/2008. |
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#15 | |||||
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Warlord
Join Date: Sep 2008
Posts: 179
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for tiles with 3 or more . Obviously that was too low, so I went to 4, meaning only some resources could get the bonus pre-Bio. Perhaps raising the threshold to 5 food would solve it, but then it becomes too much of a resource-specific trait. And remember that Biology is pretty late-game.Quote:
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#16 |
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King
Join Date: Feb 2009
Posts: 629
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Scientific.
One word: Monasteries |
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#17 |
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King
Join Date: Sep 2005
Location: the Netherlands
Posts: 876
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I miss Seafaring from Civ3
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#18 |
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Warlord
Join Date: Aug 2006
Posts: 101
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Totally agree. It's the monastery abuse that would make this OP. It doubles the science bonus of these babies, and they were already as efficient in hammer/bonus ratio as most other science buildings (except libraries.) The modified version is almost as good as ordinary library/university/observatory/lab for 60 hammers each, and you can build 6 of them!
If a player gunned for about 4-5 religions present in their cities then build all the monasteries in key science cities, this would be huge! edit: Also, there's no way this trait should be allowed to pair with financial, the synergy is just too great. |
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#19 |
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King
Join Date: Sep 2005
Location: the Netherlands
Posts: 876
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How about something that makes unit support cheaper? Or upgrading? Militaristic?
Something that increases the spreading speed of your state religion, and makes mssionaries cheaper too? Proselytizing? For agricultural, I'd consider giving +1 food to the city square, instead of +1 food for every >4 food tile. That would be quite powerful at the start, but become less and less significant as time progresses.
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#20 | |
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Warlord
Join Date: Sep 2008
Posts: 179
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