I was just tinkering with the editor. I want to prop up the traits that are weak in general on standard-sized continents maps (which happens to be the setting I typically play at. Gasp.), so I was browsing around in the editor for ideas. Here's what I've been thinking of.
First, each of the traits I deemed semiweak - religious, seafaring, militaristic, commercial, and expanionist -- got a custom tech ("being religous", "being seafaring", and so on) so I could use it for wonders and such.I would then give it to each civ that applied (i.e. Spanish get the "being religious" and "being seafaring" techs) Then I thought about letting the techs actually DO something. Here are my ideas so far:
Commerical Tech:
-- enables trade embargos.
I thought this might help the commercial civs early on, to demonstrate that they have a lot of clout when it comes to trading.
Religious Tech:
-- permits sacrifices.
I then added the "sacrifice" tag to Worker and made stadiums double the sacrifice value. (
A nod to the Roman Empire there.
)
Seafaring Tech:
-- enables trade over sea tiles
Well....they're SEA-faring, after all.
Militaristic Tech:
either Conscription of Mobilization.
I thought this might help militaristic civs REALLY shine in war. Can you imagine the power of China or Persia if they mobilize during their UU period?
Those were just some random thoughts. I have no idea what to do for expansionist, though. Early bridges? Some other ideas I was thinking of:
-- Giving Seafaring access to one bonus ship per era.
-- Giving religious civs a second FP (Church Headquarters)
-- giving Industrious early factories (mills that must be by rivers)
-- giving expansionists two scouts at the beginning instead of one.
-- giving Militaristic the opportunity to build an "Arch of Triumph" after an army win that adds a happy face to each city, civ-wide.
Comments would be MOST welcome.
First, each of the traits I deemed semiweak - religious, seafaring, militaristic, commercial, and expanionist -- got a custom tech ("being religous", "being seafaring", and so on) so I could use it for wonders and such.I would then give it to each civ that applied (i.e. Spanish get the "being religious" and "being seafaring" techs) Then I thought about letting the techs actually DO something. Here are my ideas so far:
Commerical Tech:
-- enables trade embargos.
I thought this might help the commercial civs early on, to demonstrate that they have a lot of clout when it comes to trading.
Religious Tech:
-- permits sacrifices.
I then added the "sacrifice" tag to Worker and made stadiums double the sacrifice value. (


Seafaring Tech:
-- enables trade over sea tiles
Well....they're SEA-faring, after all.

Militaristic Tech:
either Conscription of Mobilization.
I thought this might help militaristic civs REALLY shine in war. Can you imagine the power of China or Persia if they mobilize during their UU period?

Those were just some random thoughts. I have no idea what to do for expansionist, though. Early bridges? Some other ideas I was thinking of:
-- Giving Seafaring access to one bonus ship per era.
-- Giving religious civs a second FP (Church Headquarters)
-- giving Industrious early factories (mills that must be by rivers)
-- giving expansionists two scouts at the beginning instead of one.
-- giving Militaristic the opportunity to build an "Arch of Triumph" after an army win that adds a happy face to each city, civ-wide.
Comments would be MOST welcome.