turingmachine
Emperor
- Joined
- May 4, 2008
- Messages
- 1,438
After playing around with the new version, some random thoughts on traits from me:
Still not satisfied with Mercantile. I've come to the conclusion that the trait really doesnt work well - if you balance it for coastal starts it gets completely useless on non-coastal starts. If you balance it for the latter it is vastly overpowered for coastal starts. You'll get 4-5 Hammers and Food as early as early mid game. My suggestion is to either scrap the trait completely or change it completely. Two options I thought of:
a) Make the bonus dependent on the number of land tiles in the BFC. For instance, give 1% bonus per land tile. This prevents exploiting the trait which is easy to do right now (you can build cities wherever you want, even on 1-tile-islands, as long as maintanence costs allow expansion). And of course it will make inland cities better suited than coastal cities, which balances nicely considering the trade route enhancing buildings you can build in coastal cities. Historically speaking, it represents the boost to economy cities gain from the land and villages in their surroundings.
Of course, I have no idea if it is possible to code this.
b) Make the bonus independent of the commerce you gain from trade routes. Make it instead dependent on something that is (mostly) independend from coastal or non-coastal. It could be the pure number of trade routes a city has. Or, maybe better, the size of the cities it has trade routes to. For example:
Combined size of trade route connected cities /// bonus
15 /// 1%
30 /// 2%
45 /// 3%
60 /// 4%
80 /// 5%
These are just random numbers to illustrate the idea. Coastal cities would still be better since you get more trade routes and get them more easily, but to a lesser extent than it is now - no harbours, no custom houses, no overseas trading bonus. And the bonus mostly scales with time and does so at a slower pace. So you dont end up with the maximum bonus as early as in the middle ages.
That's my ideas for Mercantile. I hope you find some of it useful. As it is now the discrepancy between coastal and non-coastal seems an unbridgeable gap to me.
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I am currently trying to exploit Diplomatic with an espionage/cottage economy and I am surprised how well it works. With the defensive bonus you added the trait might be fine as it is. The only minor problem I see is that both of its buildings only help espionage and will probably only be built if you focus on espionage. A small non-espionage bonus like the Jail has might help here. But I don't think it is necessary, just a nice little boost to make it more appealing to non-spies.
Strategic, Agricultural and Scientific seem fine as they are (though admittedly I haven played much with Sci). I found that I like Agri almost the most of your new traits (except Merc...) as its early boost is significant. Depending on your starting location it potentially boosts growth and production and research. Thisis highly useful! Double production speed for Granary would make sense, but it is already taken.
This leaves us with Nationalistic - a trait both my friend and me are very underwhelmed by. Two of its bonuses mainly counter war weariness. The problem with this is that we almost never experience war weariness anyway. Even when going for a domination victory this never was a big problem. Personally I usually go with Police State anyway, my friend never does - but if he gets some unhappiness it is only like 1 or 2 citizens not working and only for a short time - and this only happens in mid to late game, vitually exclusively when cities are 15-20 big and you choose not to use emacipation while others do. No need to deal with this, it is insignificant. So in short, 2/3 of this trait's bonuses arent bonuses in our games. Suggestion: Scrap the -25%bonus and replace it with something like "no unhappiness from drafting and emancipation".
Overall I think your traits work very well and only need minor tweaking if any changes at all. The exception is Mercantile which I think is broken.![]()
Nat is sort of like Org in that it's more powerful on higher difficulty levels. Actually Nat and Org overlap which is what I don't like. Although having No Upkeep Police State and Representation is really nice I admit (this again overlaps with Org) you - and I agree with this - added a No Upkeep civic for every category with your mod. Granted this would force you to play a certain civic but it does inadvertently nerf both Org and Nat. So I have to agree with Falk that this trait could use some buffing. Then again, I'll admit maybe the trait is fine and it just doesn't fit my play style. I'm one of the few people that like Pro but I know most of this board will say it's horrible and needs a buff.
You said in an earlier post that you forgot to switch Exp from 50% workers back to 25%, I think this is a good idea.
I think Agr is fine, even with that small bug it currently has. If you can't fix the bug directly (I don't know how the code works) you could always make it give extra food when the granary is built. That way even if it doesn't work that one time the city is grown, in the long run it all evens out.
I think Sci depends on game speed. Quick its overpowered, Normal its great, Epic its good, Marathon it needs a buff. Double Observatories like Falk suggested is a good idea, though I'm also not against your earlier idea of moving the golden age to renaissance and giving a free tech in modern. It's strong but having to wait till the modern era balances that out.
Str I think is perfectly balanced, plays different. Then again it's another one of those traits that has to fit a play style. I can see some people calling it useless. The extra gold at game start - something I at first ignored - is actually a lot better bonus that I first gave credit and goes a long way in terms of balancing out this trait.
Dip... I think Dip is fine, kinda. See--as probably evidence above--I'm on the fence about traits that fit a certain play style. I think I'm fine with traits that very streamlined and don't give general bonus, so Dip helps espionage. If people don't like this I would normally say well then don't play a Dip leader if you don't want to do espionage BUT the problem is some civs only have a Dip leader and it would be nice to be able to play those civs without resorting to the any leader option. Still, I don't have anything against traits that only fit a certain playstyle.
Now for Mer. Me and Falk have gotten into arguments about it in the past. I'm going to say my opinion on it has slightly changed but I still don't entirely agree with Falk. First, I have no idea how to code so I can't really give suggestions. Okay, I don't mind if the trait is only balanced for coastal cities and useless with land cities. I think this is fine. It's a trait that encourages you to play a certain way--a more coastal, naval orientated game (this is different than forcing espionage like dip). I think at 10% it would be fine. 10 commerce per trade route is impossible really before mid game. Then at mid game (say you'd have around 4 routes a city) 4 food and hammers is fine and it gets stronger later on, plus this is the same time the Lighthouse and Colossus would be going obsolete. I think this is balanced out by the fact that early game the trait is almost no benefit (just compare to the arguments about Agr, which admittedly has no real bonus mid game... a bonus that comes early is a lot better than one that comes around the end of the medieval start of the renaissance) and only works on coastal cities which can be blockaded. I think the main problem with Mer is that it stacks with Barter Economy. Forcing that civic isn't that big of a deal because its no upkeep and I'd gladly take almost 8 more food and hammers a city than the rest of the economy civic bonuses. So my suggestions are simply lower it by 5% AND make it not stack with Barter. I've tried playing as non Mer leaders and keeping Barter all game (to simulate my suggestions) and it seemed to work fair and balanced. Other suggestions--again because I don't know how difficult it would be to code Falk's suggestions--maybe make it only give food OR hammers, or limit how many trade routes ti affects. I think keeping it only balanced for coastal and almost useless for land is a good thing and would hate to see this flavor lost.