Loppan Torkel
Deity
- Joined
- Feb 21, 2004
- Messages
- 4,756
Thank you! Even if I can see some nice things with a traitsystem based on playstyle, I very much doubt it could be implemented in a good way. And in a flawed system the hardcore player would soon learn to exploit the system and the mainstreem player would practically play the same civ each time and the same way, perhaps with minor differencies due to starting location, but essentially ignoring the traits.Sirian said:I disagree. If bonuses were dynamic and based on your playstyle choices, then each playstyle would be relegated to a narrow range of gameplay.
The current civ-trait system ensures that every playstyle can experience every combination of traits and minor bonuses. I've always liked that: I'm a nut for variety of gameplay options.
- Sirian
If the traitsystem is to be more dynamic it has to involve player-made-choices imo. This way you would be able to play the civ you want to play, the way you want to play it, and if you limit the choices severely, by civ and either by playstyle or on historical basis(limited by timeperiod), you would have a number of fairly, in this aspect alone, unique civs.
@Aussie Lurker: The problem with expansionists and warmongerers lies more in civs victoryconditions and the lack of prevention from 'snowballing'. If you solve these things, you could increase the benefits of being militaristic and some other traits perhaps, to make it more viable to keep to the things you do well.
I've to say that I find it hard to picture how your 'Theistic'-system with abtract religions would play out in the game. It does sound interesting, but it's just too much to picture...
