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Developing leaders traits.

raxo2222

Time Traveller
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Jun 10, 2011
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Poland
I play with no positive and negative traits on start. I have also pure traits on.
What is best trait to pickup it first? Scientific for research boost? Or that one with commerce bonus?
I always choose Creative as second one, to boost culture growth.

Second question:
Is it possible to make culture requirements for every level of my leader to go 5^x rather than 10^x?

For example if base culture is x (where you choose your first trait), then fifth level would be (5^5)x = 3125x culture units and tenth would be 5^10 = 9765625x of culture units?
 
Personally, I find Nomadic to be universally the best trait in the beginning, provided you do have enough of a continent to explore, as it will enhance your explore speed a LOT helping you get to those goodies faster than your competitors. However, this may not be a great long term strategy unless you really like using mounted units later on.

My 2 cents for the traits structures we have for now.

As for your second question, I'm actually considering extending it a bit rather than halving the levelup requirement. The only way to really tweak it from xml is through the current gamespeed modifier but even that will change soon as other scaling factors are brought into the structure soon.
 
How many traits you get per era? 6th trait costs million times more as first one, and 9th - billion times more.

I play on slightly modified GEM now (I removed goodies, placed 6 civs: America, Germany, Zulu, Arabia, China and Australia at their historical locations - each has different unique culture building).

I chose scientific as my first trait, I plan getting Financial, Creative and Agriculture or Industrial as next ones.

What will be other modifiers for these traits? Map size and difficulty?
 
First off, understand that traits are under the microscope of development now, including additional Levels of existing traits. The whole mechanism is under some review and stands to be tweaked still. I'd say nobody is a master of this section yet and we're looking for all the feedback on what seems too strong or too weak or worked or didn't work about a strategic approach in the Leveling Leaderheads thread in the main lobby (may have gotten buried on another page by now...)

To answer your first question, I'm still trying to figure out how many per era are generally being awarded but so far it seems like it might be just a touch too many. Should be the average would be at about one. I'd expect and goal to get us to about 7-9 for the whole game's worth from Caveman to Cosmos. At least for this particular mechanism. There's some adaptations to new projects that will come into play too eventually.
 
I am also starting with no traits (+focussed traits) but instead of going for scientific or nomad, I tend to chose creative as my first trait. Not only does it give faster access to the land surrounding my capital, it also immensely speeds up the secound trait, which is usually scientific (and megalomaniac as the negative one).

When you start the game you have about 2-3 culture for the first 200 turns or so (I play eternity speed), getting the creative traits bonusses (+3 culture + 20% culture) more than doubles the development of the secound trait instantly. Also scientific can usually only make much impact with buildings and more population which the start of the game does not offer yet; the creative trait on the other hand does not need any prerequisites to work well (although it benefits from additional cultural buildings, too).

Btw - playing with the cultural trait now feels like playing civ5 with the french (my favorite civ5 civ)^^
 
I think good strategy is go for creative first, as said above, then choose scientific for faster teching up, then agricultural for faster growth, industrial for faster building, financial for better economy.
Later can be what you want.

I kinda wish, that you can have 50%-75% of all possible traits at end of transhuman era and ALL traits, when researching last techs.
But I know thats still experimental feature ;)
 
I kinda wish, that you can have 50%-75% of all possible traits at end of transhuman era and ALL traits, when researching last techs.
But I know thats still experimental feature ;)
This is definately not the goal. Once we get additional trait levels into the structure (like Aggressive II and III for example) you won't gain as much for such diversification as you would for expanding already selected traits.

THIS is my highest ultimate priority, regardless of all the other things I've got to juggle. Getting us to a fleshed out and balanced point HERE is where about 75-80% of my focus currently lies (and will continue to lie until it is done). I had hoped to be able to do so within one cycle but apparently its going to take another 1-3 cycles to get to this point. Admittedly, there's a lot of other things to smooth out on this stuff that relate to this goal so that's a big part of it being a bigger issue than it may seem.
 
There is a game option called "Focused Trait". There is also a game option referred to by the third "Philosophical" trait called "Complex Trait". Complex Traits do not seem to be a game option. What is the operating mechanic here, and are these two the same, or different?
 
There is a game option called "Focused Trait". There is also a game option referred to by the third "Philosophical" trait called "Complex Trait". Complex Traits do not seem to be a game option. What is the operating mechanic here, and are these two the same, or different?

Complex traits aren't here yet, that is leftover XML from Thunderbrd's testing I assume.
 
Ah... yeah, I've gotta remove the old method and take that entry that utilized the old method right out. It has no real meaning. As ls612 explained, its just a test leftover and can't be accessed in any way.
 
I am also starting with no traits (+focussed traits) but instead of going for scientific or nomad, I tend to chose creative as my first trait. Not only does it give faster access to the land surrounding my capital, it also immensely speeds up the secound trait, which is usually scientific (and megalomaniac as the negative one).

Exactly same, for same reasons.
Creative to have my second and thir traits far faster, then scientific.
I never pick nomad, when I can pick another trait, Agricultural will be far better.

I often picj Imperialist or Expansive for my 4th traits
 
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