esvath
Apprentice of Erebus
- Joined
- Mar 27, 2008
- Messages
- 1,403
In this post, I would like to share the latest modification I made in Xtended (still unreleased), about Traits and how they affect the Leaders.
Master of Mana has a unique trait system:
These are the list of traits and their benefits:
Aggressive:
Arcane
Creative
Imperialistic
Faithful
Master of Mana has a unique trait system:
- There are four basic traits: Aggressive, Arcane, Creative and Imperialistic.
- Xtended added the fifth: Faithful.
- If a leader start with any of the basic traits, he/she could buy an advanced trait when he/she has accumulated enough empire culture.
- If a leader does not start with a basic traits, he/she has to buy the basic trait first.
- The subsequent trait will cost more imperial culture (5000, iirc).
- The "Emergent" trait provides discount on the cost of buying trait. Thus, an Emergent leader potentially could has more trait than those without.
These are the list of traits and their benefits:
Aggressive:
- Free Aggressive promotion (+10% attack) to Archer, Disciple, Melee, Mounted and Recon units.
- Do not spend resources to build Training Yards, Barracks and War Academies.
- Free Command I promotion (+10% to capture living unit) to Disciple, Melee and Recon units.
- Free Cover I and Formation I promotion (+20% vs Archer and Mounted units, respectively) to Archer, Disciple, Melee, Mounted and Recon units.
- +25% unit support.
- Free Raider I promotion (+5% to heal rate, +100% gold when plundering) to Archer, Disciple, Melee, Mounted and Recon units.
- Free Amphibious promotion (no attack penalty for crossing rivers and sea) and Drill I (+1 first strike) to Beast, Melee and Recon units.
- Free Tactic I promotion (+10% withdraw, +10% defense) to Archer, Beast, Disciple, Melee, Mounted and Recon units.
- Free Camouflage I promotion (+20% chance to apply Hidden promotion) and Celerity I promotion (+20% chance to apply Hasted promotion) to Recon units.
- Free Quick Learner promotion (+20% combat exp) to Archery, Disciple, Melee, Mounted and Recon units.
- Free Berserkergang promotion (+25% attack, -10% defense, +5% chance to get Enraged) to Beast and Melee units.
Arcane
- +10% mana, +20% spell research for the empire.
- Free Potency promotion (+20% chance to gain free xp in this turn, +20 spell damage, -15% spell resist to target) to Arcane units.
- Do not spend resources to build Mage Guild, Alchemy Lab, Warlock Laboratory and Sorcerer's Convent.
- +50% mana from nodes.
- Free Magic Resistance promotion (+25% resist spells) to Archery, Beast, Disciple, Melee, Mounted and Recon units.
- -33% mana for summoning cost and upkeep.
- Free Illusionist promotion (+50% withdraw chance, +2 first strike) to Arcane units.
- Arcane units can cast Conjure Illusion spell (force teleport enemy units in one tile, Pacified them).
- Free Aggressive promotion (+10% attack) and Mobility I (+1 move) to golems.
- +2 spell research per city.
- +1 herbs for tiles with +2 herbs or more.
- Do not spend resources to build Infirmary, Apothecary and Greenhouse.
Creative
- +2 culture per city.
- Do not spend resources to build Monument, Carnival, Theater, Art Gallery, Opera House and Colloseum.
- +10% gold, science and culture for empire.
- Do not spend resources to build Tavern, Inn and Farmer Market.
- Free Mobility I promotion (+1 move) for Siege units.
- Do not spend resources to build Forge, Water Works, Water Well.
- +50% Great People rate.
- Do not spend resources to build Elder Council, Library, Garden.
- +3 science per city.
- Do not spend resources to build University, Public School and Archieve.
- +2 happiness from University.
- Captured cities retain their culture and can build their unique units/buildings.
- +1 food for tiles with 3 food or more.
- Allow rush production using stones with -33% discount.
- +1 commerce for tiles with 3 commerce or more.
- Do not spend resources to build Money Changer, Market, Bank, Travelling Merchant.
- +1 metal for tiles with 3 metal or more.
Imperialistic
- Double production speed for Royal Guard unit.
- +33% hammer for building that already built in the Capital.
- Do not spend resources to build Granary, Aquaduct and Construction Yard.
- +1 happy per city.
- -25% xp required for each level.
- Double chance to capture building during conquest.
- Free Homeland I promotion (+10% strength when inside territory) to Archer, Disciple, Melee units.
- Do not spend resources to build Palisade, Walls, Archery Range and Duskwood Fletcher.
- +3 health per city.
- Double production speed for Settler, Granary and Harbor.
- +2 gold per city.
- Free Bounty Hunter promotion (+5 gold per victory) for Melee, Mounted and Recon units.
- +50% hammer for wonders.
- +1 hammer for tiles with 3 hammer or more.
- -50% civic upkeep.
- Double production speed for Palace, Summer Palace and Winter Palace.
- Do not spend resources for building Courthouse.
- Can build Command Post.
- +28% food and hammer from trade routes.
- -1 happy per city.
- No anarchy.
- -25% civic upkeep.
Faithful
- Free great prophet from Mysticism.
- +50% faith for empire.
- Double speed for building Temples, Pagan Temple and Oracle.
- Do not spend resource for building Temples.
- Victory against evil unit might trigger Golden Age.
- +3 happy from Tributes miracle (you need the appropriate state religion).
- +1 happy per city.
- No anarchy.
- Free Potency (+20% to gain free xp per turn, +20 spell damage, -15% target resist), Mobility I (+1 move) and Offense I (+10% attack) to Disciple units.
- Gain military unit whenever spreading religion.