So, with the imminent arrival of the brand new version of Dyntraits by archid we have a very exciting system, that I hope to in the future exploit to the fullest.
Specifically this:
We will have the ability for traits that are blocked/removed by civic choices, traits that require civic choices and civic choices that require traits, as well as civics can add points to gain traits.
This will allow for a very cool and very deep civic system.
Essentially what I hope to eventually achieve is a system that in essence makes civics more powerful the longer you use them, as well as making them more 'damaging' or much 'wider' in impact when you change your civics in relation to how long you have been using that civic.
It can even impact each faction differently for each civic choice.
So Reno using the Gang Civic can gain them all kinds of Crime Lord traits that give them all kinds of unique abilities.
It could even be negative like the NCR using the Slavery Civic for a long time could lead to a loss of the NCR Rangers.
How does it work?
Well, each civic can unlock units and buildings, so the more of these you build the bigger the impact will be when you switch civics, as the buildings and units shut down. I also hope to create long chains of these buildings so building them will keep unlocking more things but will increasingly tie your empire to that civic.
Also each turn a civic is active, it will add points to one or more traits, and will eventually add that trait to your character, these traits can also unlock buildings and units, and other trait benefits, and can have the civic as a requirement, so if you change.. bye bye traits.
Traits can also have levels, so you could gain the first level trait by having a civic active for 10 turns, then level 2 would arrive after 50 turns and so on.
So the longer you remain in a civic choice the more powerful and specialised your faction will become in that civic style.
If you then begin to weight your construction and unit choices down that road, it will accelerate these special trait gains, and also make it far harder to walk away from the civic path you have chosen as you could find a huge part of your civilization immediately crumbles into ruin.
As I said before these civic/trait lines and branches could also be different for each faction, so a focus on slavery could see the raiders and slavers become more and more powerful, while it brings the NCR to ruin.
One path could see the BoS fall into isolationist stagnation, while the same path could see the Ghouls build a Radioactive Ghoul Utopia.
Obviously that is all details that need to be worked out, but I hope you will see the exciting possibilities of it!
Specifically this:
We will have the ability for traits that are blocked/removed by civic choices, traits that require civic choices and civic choices that require traits, as well as civics can add points to gain traits.
This will allow for a very cool and very deep civic system.
Essentially what I hope to eventually achieve is a system that in essence makes civics more powerful the longer you use them, as well as making them more 'damaging' or much 'wider' in impact when you change your civics in relation to how long you have been using that civic.
It can even impact each faction differently for each civic choice.
So Reno using the Gang Civic can gain them all kinds of Crime Lord traits that give them all kinds of unique abilities.
It could even be negative like the NCR using the Slavery Civic for a long time could lead to a loss of the NCR Rangers.
How does it work?
Well, each civic can unlock units and buildings, so the more of these you build the bigger the impact will be when you switch civics, as the buildings and units shut down. I also hope to create long chains of these buildings so building them will keep unlocking more things but will increasingly tie your empire to that civic.
Also each turn a civic is active, it will add points to one or more traits, and will eventually add that trait to your character, these traits can also unlock buildings and units, and other trait benefits, and can have the civic as a requirement, so if you change.. bye bye traits.
Traits can also have levels, so you could gain the first level trait by having a civic active for 10 turns, then level 2 would arrive after 50 turns and so on.
So the longer you remain in a civic choice the more powerful and specialised your faction will become in that civic style.
If you then begin to weight your construction and unit choices down that road, it will accelerate these special trait gains, and also make it far harder to walk away from the civic path you have chosen as you could find a huge part of your civilization immediately crumbles into ruin.
As I said before these civic/trait lines and branches could also be different for each faction, so a focus on slavery could see the raiders and slavers become more and more powerful, while it brings the NCR to ruin.
One path could see the BoS fall into isolationist stagnation, while the same path could see the Ghouls build a Radioactive Ghoul Utopia.
Obviously that is all details that need to be worked out, but I hope you will see the exciting possibilities of it!