Civilizations, Leaders and Traits

Spiritual in this mod doesn't mean you believe in religions, its means you're good at using them as a tool. The Bene Gesserit are quite spiritual....

Religion as a tool to control the masses is one of the main themes of Dune.

Good point. Maybe spiritual is a permanent attribute, then, and only the other one fluctuates? I think it's really important for her to be able to switch civics easily if she's going to be switching leader traits, regardless of where I'm getting the flavor/lore wrong.
 
I think it's really important for her to be able to switch civics easily if she's going to be switching leader traits

Why?
The idea of Abomination is that the dominant entity inside is shifting because of all the memories. I don't see how this would make it easier to change society without anarchy.

To make things more feasible for the player, however, who has to constantly change civics in order to keep up with (and make use of) her switches,
I don't really see how this is the case. You don't *have* to switch between specialist economy and cottage economy (which I think is what you have in mind?) when you gain or lose philosophical trait. I can't think of any other obvious reasons why trait changes would mean you'd need to change civics.

Constantly switching civics can even be an advantage; when you're industrious, you build wonders, when you're protective, you build guardsmen, and you build whatever buildings are currently being discounted by your trait mix.
 
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