Mortac
Warlord
So it seems the whole Civ community agrees upon the traits not being balanced. Financial is generally seen as the strongest of these. I have thought of how each trait could get equally balanced, as that would in all honesty be good for the game. It does seem a little strange that Firaxis hasn't taken any serious measures in this matter yet, so let's hope for some balancing for the next patch.
I have gone through each trait and tried to come up with some ideas on how to balance them. Since nobody enjoys "nerfing", I decided that instead of decreasing the strength of the more powerful traits, it would be better to improve the weaker ones.
It would be nice to hear where you agree and disagree on the strength of these traits, because as this discussion grows, we might reach a level where we can (nearly) all agree upon that balance has been reached.
The changes are put in bold text.
Aggressive:
- Free Promotion (Combat I) of all units
- -2 unit support cost per city
- Double Production Speed of Barracks, Stables and Drydock
Charismatic:
- +1 Happiness per City
- -25% Experience Needed for Unit Promotions
- +1 Happiness from Monument and Broadcast Tower
Creative:
- +2 Culture per City
- +5% Research
- Double Production Speed of Library, Theatre, Colosseum
Expansive:
- +2 Health per City
- +1 Food per City
- 25% Faster Production of Worker (working with food!)
- Double Production Speed of Granary, Harbor and Hospital
Financial:
- +1 Gold on Plots with 2 Gold
Imperialistic:
- +100% Great General Emergence
- 50% Faster Production of Settler (working with food!)
- +20% Military unit production
Industrious:
- +50% Wonder Production
- Double Production Speed of Forge and Power Plants
Organised:
- -50% Civic Upkeep
- Double Production Speed of Lighthouse, Factory, Courthouse
Philosophical:
- +100% Great People Birth Rate
- Double Production Speed of University
Protective:
- Free Promotion (City Garrison I, Drill I) of Archery and Gunpowder Units
- +100% Golden Age length
- -25% Espionage Costs
- Double Production Speed of Walls and Castle
Spiritual:
- No Anarchy
- Double Production Speed of Temple, Monastery and Missionaries
I have gone through each trait and tried to come up with some ideas on how to balance them. Since nobody enjoys "nerfing", I decided that instead of decreasing the strength of the more powerful traits, it would be better to improve the weaker ones.
It would be nice to hear where you agree and disagree on the strength of these traits, because as this discussion grows, we might reach a level where we can (nearly) all agree upon that balance has been reached.
The changes are put in bold text.
Aggressive:
- Free Promotion (Combat I) of all units
- -2 unit support cost per city
- Double Production Speed of Barracks, Stables and Drydock
Charismatic:
- +1 Happiness per City
- -25% Experience Needed for Unit Promotions
- +1 Happiness from Monument and Broadcast Tower
Creative:
- +2 Culture per City
- +5% Research
- Double Production Speed of Library, Theatre, Colosseum
Expansive:
- +2 Health per City
- +1 Food per City
- 25% Faster Production of Worker (working with food!)
- Double Production Speed of Granary, Harbor and Hospital
Financial:
- +1 Gold on Plots with 2 Gold
Imperialistic:
- +100% Great General Emergence
- 50% Faster Production of Settler (working with food!)
- +20% Military unit production
Industrious:
- +50% Wonder Production
- Double Production Speed of Forge and Power Plants
Organised:
- -50% Civic Upkeep
- Double Production Speed of Lighthouse, Factory, Courthouse
Philosophical:
- +100% Great People Birth Rate
- Double Production Speed of University
Protective:
- Free Promotion (City Garrison I, Drill I) of Archery and Gunpowder Units
- +100% Golden Age length
- -25% Espionage Costs
- Double Production Speed of Walls and Castle
Spiritual:
- No Anarchy
- Double Production Speed of Temple, Monastery and Missionaries