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EDIT: Download version 4 here: http://forums.civfanatics.com/downloads.php?do=file&id=11441
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I've been trying recently to come up with alternate, interesting and (crucially) balanced traits, through modifying xml files. My general ideas were a bit like this:
Everyone's suggestions and criticism of my original ideas, as well as some extra playtesting has resulted in these changes:
So, version 4 now looks like:
Agg
- Free Promo (Combat I): Melee, Gunpowder, Mounted, Helicopter, Siege, Armour units
Cha
- No Anarchy
- Double Speed: Monument, National Wonders
Cre
- +2 per City
- +25% World Wonder production
Exp
- Double Speed: Granary
- +50% Settler
- +1 per City
Fin
- +35% Trade Route Yield (in )
- +10%
Imp
- Double Speed: Jail
- -25% Experience needed for Promos
- +50% Great General points
Ind
- Double Speed: Forge, Factory, Levee
- +75% Worker, Work Boat
Org
- -50% Civic Upkeep
- Double Speed: Courthouse
Phi
- +100%
- +1 per City
Pro
- Double Speed: Castle, Bomb Shelter
- +1 for: Walls, Bunker
- Free Promo (City Garrison I): Archer, Gunpowder units
- +50% Domestic Great General points
Spi
- +1 per City
- Double Speed: Temples, Monasteries, Cathedrals
Please play-test it, and criticise!
EDIT: Download version 4 here: http://forums.civfanatics.com/downloads.php?do=file&id=11441
---
I've been trying recently to come up with alternate, interesting and (crucially) balanced traits, through modifying xml files. My general ideas were a bit like this:
Spoiler :
Industrious should give a boost to infrastructure and production, rather than allowing you to rapidly build 'creative', unique world structures (for example, how many world wonders did the 'industrious' Stalin build in real life? He even destroyed the Cathedral of Christ the Saviour).
Creative should inherit the boost to world wonder production.
Financial should be more about increasing gold than increasing commerce. Currently the bonus commerce can be channelled directly into your science/culture/espionage slider, and is often used as more of a scientific trait than a 'financial' one.
Spiritual should be more about religious culture and influence than its current behaviour of eliminating anarchy. Could an overtly religious civilisation truely convert - without 'anarchy' - to a different religion?
Expansive should allow you to expand faster, whilst also allowing you to expand into sub-optimal areas (by giving you a health boost to counter the unhealthiness effect of jungle/flood plains etc).
Protective is a tricky one, but I wanted some element of 'pleasing' the population by protecting them, as well as being better equipped to repel invasions and counter-attack.
Imperialistic I imagined as a trait which depends upon war to extend a civilisation's influence. Perhaps a boost to war-themed infrastructure and greater spoils of war.
Creative should inherit the boost to world wonder production.
Financial should be more about increasing gold than increasing commerce. Currently the bonus commerce can be channelled directly into your science/culture/espionage slider, and is often used as more of a scientific trait than a 'financial' one.
Spiritual should be more about religious culture and influence than its current behaviour of eliminating anarchy. Could an overtly religious civilisation truely convert - without 'anarchy' - to a different religion?
Expansive should allow you to expand faster, whilst also allowing you to expand into sub-optimal areas (by giving you a health boost to counter the unhealthiness effect of jungle/flood plains etc).
Protective is a tricky one, but I wanted some element of 'pleasing' the population by protecting them, as well as being better equipped to repel invasions and counter-attack.
Imperialistic I imagined as a trait which depends upon war to extend a civilisation's influence. Perhaps a boost to war-themed infrastructure and greater spoils of war.
Everyone's suggestions and criticism of my original ideas, as well as some extra playtesting has resulted in these changes:
Spoiler :
Agg added Free Promo (Combat I) to Armour units as well
Cha added Double Speed Monument, removed Double Speed Colosseum
Cre reduced to +25% World Wonder production
Exp reduced to +50% Settlers, and reduced to +1
Fin increased to +35% Trade Route Yield (in ), but reduced to +10%
Imp reduced to +50% Great General points
Ind reduced to +75% Worker, Work Boat
Spi reduced to +1 per City
Cha added Double Speed Monument, removed Double Speed Colosseum
Cre reduced to +25% World Wonder production
Exp reduced to +50% Settlers, and reduced to +1
Fin increased to +35% Trade Route Yield (in ), but reduced to +10%
Imp reduced to +50% Great General points
Ind reduced to +75% Worker, Work Boat
Spi reduced to +1 per City
So, version 4 now looks like:
Agg
- Free Promo (Combat I): Melee, Gunpowder, Mounted, Helicopter, Siege, Armour units
Cha
- No Anarchy
- Double Speed: Monument, National Wonders
Cre
- +2 per City
- +25% World Wonder production
Exp
- Double Speed: Granary
- +50% Settler
- +1 per City
Fin
- +35% Trade Route Yield (in )
- +10%
Imp
- Double Speed: Jail
- -25% Experience needed for Promos
- +50% Great General points
Ind
- Double Speed: Forge, Factory, Levee
- +75% Worker, Work Boat
Org
- -50% Civic Upkeep
- Double Speed: Courthouse
Phi
- +100%
- +1 per City
Pro
- Double Speed: Castle, Bomb Shelter
- +1 for: Walls, Bunker
- Free Promo (City Garrison I): Archer, Gunpowder units
- +50% Domestic Great General points
Spi
- +1 per City
- Double Speed: Temples, Monasteries, Cathedrals
Please play-test it, and criticise!