Khan Quest
Prince
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
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
- All units start with Combat I.
- All military units have access to all promotions, once unlocked. E.g., an Axeman may select CG or drill after archery has been researched. Non-standard promotions cost 10% of the hammer cost in gold for the first promotion and doubling for subsequent promotions in the promotion line. For a Horse Archer (cost 50), a CR I promotion would cost 5 gold (assuming the unit has enough XPs, of course); CR II, an additional 10 gold; CR III, 20 gold.
- Universities add +1 XP to all units produced in the city.
Financial
- Each city gains +1 commerce/4 population points (+1 at 4, +2 at 8, etc.)
- Each trade which involves a commodity yields +1 gold/turn.
Organized
- May develop tiles (but not work) outside of cultural borders.
- The support cost of units outside borders is reduced by 50%.
- After changing civics, the Organized civ has to wait only 1 turn before another change can be made. This is independent of anarchy.
- At CoL, add +1 to road movement.
- When fortified/sleeping in a city or fort, maintenance cost is reduced by 50%.
Protective
- All land units start with CG I.
- City defenses cannot be reduced below 1%/pop point, even during anarchy. E.g., a size 8 city cannot have its defenses lowered below 8%. Note that, in this case, it is assumed the defenses were above 8%.
- Units attacking from a city or fort receive a +10% withdraw bonus.
- Forts in enemy lands may be used.
Philosophical
- Cities can set Great Person bias by 50%, even if such a specialist is not available. E.g., a city running an artist specialist wanting a Great Engineer, can select Engineer and have 50/50 chance of getting either.
- Each city gains +1 beaker/4 population points (+1 at 4, +2 at 8, etc.).
- Each city gains +1 GP point/turn.
Charismatic
- Historic negative modifiers are dropped/ignored/overlooked within 20 to 40 turns. (“You declared war on us” – will eventually be dropped; “You are at war with us” – will not).
- Rioting cities recover 100% faster.
- Garrison troops count double for controlling population.
Spiritual
- Religions spread 100% faster.
- Up to two external religions will spread naturally to cities; Up to three internal religions will spread naturally to cities.
- The missionary unit cost is reduced 50%.
- Missionary missions are 100% more successful.
Creative
- All government buildings (Courthouses, Jails, Security buildings, etc.) add +1 culture.
- Improved, worked tiles themselves produce culture.
- Forts produce +1 culture.
Expansionist
- A worker fortified in a city adds +2 health.
- After Construction + Bureaucracy, desert tiles may be farmed. Farmed desert tiles have +1 food; after Biology, tundra may be farmed. Farmed tundra tiles have +1 food (+2 with the Biology bonus).
- At Calendar, Each city tile produces +1 food. At Biology, Each city tile produces +1 food.
Industrious
- Jungle may be harvested. The hammers harvest would be 50% of that if it were a forested tile.
- Each city gains +1 hammer/4 population points (+1 at 4, +2 at 8, etc.)
- The chance of discovering minerals in a mined hill is increased 100%.
- There is a small chance of discovering a stone or marble resource in any non-resource laden, improved tile.
Imperialistic
- Attached GGs get free Leadership promotion.
- Vassals produce +1 happy citizen.
- The cost of maintaining vassals is 50% as costly.
- Rivals are 25% more like to capitulate.
- The spy unit cost is reduced 50%.
- Spies may hide in a city for an additional 6 – 10 turns for a continued mission success rate increase.