Building a better leader: The Adaptive trait

Would it be possible that some adaptive leaders couldn't choose certain traits. I'm mainly thinking about Cardith Lorda since creative really seams to be overpowered for the Kuriotates.
 
Kael said:
Yeap, thats what we are going for. One step at a time.

I still think my main point's were better, being adaptive as a trait, not changable during the game. If you change your abilities during the game it does not mean you are adaptive.
With the comments about suffering anachay when you do this, to me that does not seem very adaptive, as adaptive people can handle change better than other can, so they should not suffer any anachy when changing civs.

I think my main points about creating an Adaptive trait, which gives the player benifits is a better option to being able to change traits. (see my point top of page 2)
 
Let me guess: Phi/Ind?
Wonder spamming+SE? Sounds nice, but I guess there's a reason why we don't get this in Vanilla/Warlords :D
 
Cassiel is Phi/Adaptive. But then again Cassiel used to be Phi/Ind and that trait combo is one of his strong points.
 
Draconian said:
Let me guess: Phi/Ind?
Wonder spamming+SE? Sounds nice, but I guess there's a reason why we don't get this in Vanilla/Warlords :D

I usually play MP, and in MP wonders arent built that often(they are, just not so much. I would rather let some other poor sap build it, then take it from him with the army I built while he was building the wonder) ;)
 
I was thinking about perpentach and his insane trait, and I have an idea.
First, since most people really like his current trait combo, he will keep those two. Then he will also get the Insane trait, which means that at game start he is randomly given one trait, and then he turn he has a 1% chance of losing that trait that gaining a new different random trait.
However, this would be too good, so to balance it whenver Perpentach randomly chooses his new random trait the negative traits (Scorched Earth and Agnostic) are in the pool, giving him a chance to choose them. This means that there is always the possibility that Perpentach will go agnostic on your ass for a few hundred turns.

What do you think?
 
Maybe a leader with adaptive / adaptive :)

(would probably need a negative 3rd trait as balance)
 
Kael,

About the insane trait, what about making it cumulative? That way, you can guarantee that on Quick games, you will have at least one change on your traits. You could even put on the UI a message like "50 turns until Madness".
 
I suggest Insane also give a 1% chance of randomly changing religion, research path or production. Of course, this will be compensated by the leader starting the game with Insane not losing one of his previous traits (I suggest Creative, maybe give the ability to take it twice and double the effect).
 
loki1232 said:
I was thinking about perpentach and his insane trait, and I have an idea.
First, since most people really like his current trait combo, he will keep those two. Then he will also get the Insane trait, which means that at game start he is randomly given one trait, and then he turn he has a 1% chance of losing that trait that gaining a new different random trait.
However, this would be too good, so to balance it whenver Perpentach randomly chooses his new random trait the negative traits (Scorched Earth and Agnostic) are in the pool, giving him a chance to choose them. This means that there is always the possibility that Perpentach will go agnostic on your ass for a few hundred turns.

What do you think?
I'd instead give him the same starting traits as default, but thence forward allow any of them to change. I'd also like to see when played by the AI a random +/-5 every change to each relationship he has.
 
YohanLeafheart said:
Kael,

About the insane trait, what about making it cumulative? That way, you can guarantee that on Quick games, you will have at least one change on your traits. You could even put on the UI a message like "50 turns until Madness".

I dont think scheduled insanity is quite crazy enough. And I would guess you are always going to see a personality change, even on quick games.
 
About the insane trait, what about making it cumulative?

personally I like the straight 1% chance every turn compared to a cumulative 1% chance more as this will mean your trait is going to change a lot more often than non cumulative.
i.e. 1% yr 1, 2% yr 2, 3% yr 3, etc. it quickly adds up vs. the straight 1% each year
 
Yes, that was the thought I had. I'd suggest that it builds up slower than 1% per turn, though. Heh, how about a 50% chance for the chance for insanity to go up by 1%? Random enough? It would also be important to scale it by game speed... maybe.
 
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