Elgalad
Bully!
I looked over the 'currently discussed topics' thread and didn't see any discussions about the civ traits we have in Civ 3. Am I missing something? Are these being discarded for good or changed or what? Anyone?
Anyway, I had a thought today that if they are going to be keeping them, maybe it wouldn't hurt to add one or two.
The ones we have now:
Militaristic (cheaper military buildings, promotion chance, great leader chance)
Religious (cheaper religious buildings, instant government change)
Scientific (cheaper research buildings, free tech with each age, science leader chance)
Industrial (bonus shields in metro, faster worker terraform speed)
Commercial (bonus gold, lower corruption)
Expansionistic (scout, friendlier barbarians, better chance of good goody huts)
new with Conquests
Agricultural (cheaper aqueduct/recycling/solar plant, bonus food -city/desert)
Seafaring (start by ocean, bonus gold, safer and faster sea travel, cheap water buildings)
So my ideas:
New Traits:
Diplomatic (Diplomat specialist - Diplomatic civs only with discovery of espionage - 1 food and 1 gold and slightly lowers war weariness, Free embassy with every known tribe upon research of Writing, better trade results in diplomacy, cheaper espionage costs, add ability to bribe another civ to declare war or peace against a third party without having to do so yourself.)
Imperialistic (Bureaucrat specialist - Imperial civs only with discovery of nationalism - 1 shield and lower corruption as police officer, lower corruption (taken from Commercial), extra unit support = 1 per city in any government, cheaper government buildings (courthouse, forbidden palace, police station)
Philosophical (Philosopher specialist - Philosophical civs only with discovery of Philosophy - 2 lightbulbs and 1 happy face, instant government change (taken from Religious), cheaper library and university)
Break 'Scientific' into two new traits:
Creative (Scientist specialist - Creative civs only with discovery of scientific method - produces 3 lightbulbs, free tech at start of each age, cheaper library and research laboratory)
Engineering/Craftsmanlike (Engineer specialist - Engineering civs only with discovery of Engineering tech - produces 1 lightbulb and 2 shields, faster worker terraform actions (build airbase, build fortification, build colony, build railroad), Bridge Building effect from the start: all units cross rivers (with road) free.)
Change current traits:
Industrious (changes) (Union Rep specialist - Industrious civs only with discovery of Communism and Industrialization - produces 2 shields and 1 happy face, extra shields in metro square, cheaper factories/power plants, faster worker terraform actions (mine, build road)
Commercial (changes) (Banker specialist - Commercial civs only with discovery of banking - produces 3 gold, bonus gold in city square, add ability to link trade networks THROUGH enemy and non right of passage territory representing black market, cheaper trade buildings (marketplace, bank, stock market)
Religious (changes) (Cleric specialist - Religious civs only with discovery of monothesim - produces 2 happy faces and 1 gold, no war weariness, cheaper religous buildings, religious buildings add +1 extra culture per turn each)
Militaristic (changes) (General specialist - Militaristic civs only with discovery of military tradition - produces 1 happy face and 1 shield and lowers corruption slightly, cheaper military buildings, improved promotion and leader chance)
Expansionistic (changes) (Archaeologist specialist - Expansionistic civs only with discovery of theory of evolution - 1 lightbulb and 1 gold and 1 happy face, (remove scout, should be buildable by any civ), friendlier barbarians, increased good result from goody huts, cheaper colonist production)
Agricultural (changes) (Agriculturalist specialist - Agricultural civs only with discovery of Education - 0 food support - produces 1 food and 1 shield and 1 gold, cheaper aqueduct/recycle/solar plant, faster worker action: clear jungle and cut/plant forest and irrigate, bonus food in city square and desert)
Seafaring (changes) (Admiral specialist - Seafaring civs only with discovery of magnetism - 1 happy face and 1 gold and lowers corruption slightly, cheaper sea buildings, start by ocean, faster/safer sea travel)
That's it, doubtful any will be incorporated but maybe they'll spark a discussion.
-Elgalad
Anyway, I had a thought today that if they are going to be keeping them, maybe it wouldn't hurt to add one or two.
The ones we have now:
Militaristic (cheaper military buildings, promotion chance, great leader chance)
Religious (cheaper religious buildings, instant government change)
Scientific (cheaper research buildings, free tech with each age, science leader chance)
Industrial (bonus shields in metro, faster worker terraform speed)
Commercial (bonus gold, lower corruption)
Expansionistic (scout, friendlier barbarians, better chance of good goody huts)
new with Conquests
Agricultural (cheaper aqueduct/recycling/solar plant, bonus food -city/desert)
Seafaring (start by ocean, bonus gold, safer and faster sea travel, cheap water buildings)
So my ideas:
New Traits:
Diplomatic (Diplomat specialist - Diplomatic civs only with discovery of espionage - 1 food and 1 gold and slightly lowers war weariness, Free embassy with every known tribe upon research of Writing, better trade results in diplomacy, cheaper espionage costs, add ability to bribe another civ to declare war or peace against a third party without having to do so yourself.)
Imperialistic (Bureaucrat specialist - Imperial civs only with discovery of nationalism - 1 shield and lower corruption as police officer, lower corruption (taken from Commercial), extra unit support = 1 per city in any government, cheaper government buildings (courthouse, forbidden palace, police station)
Philosophical (Philosopher specialist - Philosophical civs only with discovery of Philosophy - 2 lightbulbs and 1 happy face, instant government change (taken from Religious), cheaper library and university)
Break 'Scientific' into two new traits:
Creative (Scientist specialist - Creative civs only with discovery of scientific method - produces 3 lightbulbs, free tech at start of each age, cheaper library and research laboratory)
Engineering/Craftsmanlike (Engineer specialist - Engineering civs only with discovery of Engineering tech - produces 1 lightbulb and 2 shields, faster worker terraform actions (build airbase, build fortification, build colony, build railroad), Bridge Building effect from the start: all units cross rivers (with road) free.)
Change current traits:
Industrious (changes) (Union Rep specialist - Industrious civs only with discovery of Communism and Industrialization - produces 2 shields and 1 happy face, extra shields in metro square, cheaper factories/power plants, faster worker terraform actions (mine, build road)
Commercial (changes) (Banker specialist - Commercial civs only with discovery of banking - produces 3 gold, bonus gold in city square, add ability to link trade networks THROUGH enemy and non right of passage territory representing black market, cheaper trade buildings (marketplace, bank, stock market)
Religious (changes) (Cleric specialist - Religious civs only with discovery of monothesim - produces 2 happy faces and 1 gold, no war weariness, cheaper religous buildings, religious buildings add +1 extra culture per turn each)
Militaristic (changes) (General specialist - Militaristic civs only with discovery of military tradition - produces 1 happy face and 1 shield and lowers corruption slightly, cheaper military buildings, improved promotion and leader chance)
Expansionistic (changes) (Archaeologist specialist - Expansionistic civs only with discovery of theory of evolution - 1 lightbulb and 1 gold and 1 happy face, (remove scout, should be buildable by any civ), friendlier barbarians, increased good result from goody huts, cheaper colonist production)
Agricultural (changes) (Agriculturalist specialist - Agricultural civs only with discovery of Education - 0 food support - produces 1 food and 1 shield and 1 gold, cheaper aqueduct/recycle/solar plant, faster worker action: clear jungle and cut/plant forest and irrigate, bonus food in city square and desert)
Seafaring (changes) (Admiral specialist - Seafaring civs only with discovery of magnetism - 1 happy face and 1 gold and lowers corruption slightly, cheaper sea buildings, start by ocean, faster/safer sea travel)
That's it, doubtful any will be incorporated but maybe they'll spark a discussion.
-Elgalad
If the Babylonians, a "relatively" peaceful civilization can manage to hang on to an empire for a period of time, maybe it can get the imperialist trait. And we can elaborate furthermore, by considering the choices that players make in shaping their societies, certain societies would be favorable towards a certain trait, and eventually develop to encompass that particular trait.
1) France - oh yes, Cardinal Richelieu, Charles De Gaulle. One might have to research the middle ages to see just How much impact French puppetmasters had in the evolution of Europe, but even to this day France has 'kept a hand in' even while it's own post-colonial economy has declined. The European Union may be the future of Europe, but it would never have come into being without France's approval and support. 2) America - Jefferson and Franklin both had significant impact on European politics furing the birth of the USA and may have saved it from an early death. At the dawn of the 20th century, Theodore Roosevelt presided over a gunboat diplomacy before either world war made the United States' role as a diplomatic heavyweight a reality. And what is 'international aid' really anyway?
3) Not being as familiar with Asian culture as I would like, I would still suggest China as another possiblie diplomatic candidate. China has only been an international military power worth reckoning with in the last few decades. In antiquity, China was more like an unguarded treasure chest waiting for the first warlord to come along and snatch it up. From my understanding, China had great success during various 'conquests' by playing the diplomatic route, pitting warmongers against each other, as well as assimilating a few over the ages. Something has to be said about a nation that has existed between 50 rocks and 50 hard places for thousands of years mostly intact. I still dont get why they made China militaristic
Keep in mind though, the machines that make those products overseas were invented elsewhere.
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