I'm in minority, I prefer traits to UA's.
Since this is the case, I present to you another suggestion to better the Civilization game franchise.
It goes like this:
Each civilization in the game is equipped with a specific set of CIV Traits. Meaning, each civ is pre-programmed with a set of traits.
On top of the Civ Traits, Each Great Leader included in the game (even if a civ has more than 1) has his/her own set of Great Leader Traits as well.
Civ traits (not UA's) could include some of the the following:
COLD CLIMATE CIV - food bonus from tundra/taiga/snow/ice terrain
DESERT CIV - food bonus from desert/oasis terrain
HIGHLAND CIV - food and movement bonus from hills/mountain terrain
SEAFARING CIV- food bonus from coastal/sea terrain, ship movement +1
INDUSTRIOUS CIV - workers work faster, industrial buildings produce more hammers
SCIENTIFIC CIV - scientific buildings produce more science and cost less to build
WARLIKE CIV - barracks at half cost, bonus unit promotions for combat won
MERCHANT CIV - financial bonuses for trade pacts, trade routes
COMMERCIAL CIV - lower cost of financial buildings, more gold from gold producing tiles
EXPANSIVE CIV - lower cost of settler units
SPIRITUAL CIV - lower cost of religious buildings
AGRICULTURAL CIV - more food from all irrigated tiles/hexes
CULTURAL CIV - more culture gains from cultural buildings, wonders and great people
Of course several more Civ Traits could be added.
All Great Leaders in the game are additionally equipped with Great Leader Traits, applied on top of the existing Civ Traits to their corresponding civ upon the Leader's and his/her Civ's inclusion in a new game.
Great Leader Traits include:
CHARISMATIC - higher morale (if included) of military units, less unhappiness in the cities
WARRIOR/GENERAL - faster/better unit promotions, combat bonus for all units
RUTHLESS - no negative effects on own populace from enemy city razing, nuclear weapon use
FINANCIAL - financial buildings cost less to produce
MISER - more gold from barbarian camps, less unhappiness from high taxes
EXPLORER - scouts and explorers move faster
ADMIRAL - ships +1 attack/defence strength
HONORABLE - other GL's much friendlier at first, easier to sign pacts
WONDER BUILDER - less resource cost of building great wonders
PHILOSOPHER - less costly/timely scientific research, great scientists more likely to appear
BUILDER- less costly to produce industrial buildings, more hammers from industria buildings
RELIGIOUS - lesser cost of religious building
AGGRESSIVE - additional bonus for units when attacking
IMPERIALIST - settlers and colonists-if in game, cost even less hammers to build
COLONIALIST - happier populations in colonial towns, production in cities not on own continent less affected by distance to the capital
RATIONAL - other leaders less likely to go to war, easier to sign pacts
RESEARCHER - resource cost of scientific buildings lowered, great scientists more eager to join this civ/leader
RADICAL - more influence on population from religious buildings/wonders
and great prophets
MINER - mines produce more resources/hammers
ARTIST - great artists more likely to appear, cultural buildings cost less to construct
Now, combining each Civilization's Civ Traits and the Great Leader's leading it, Great Leader Traits, would create incredibly diverse and interesting unique combinations of Civilizations and Great Leaders.
For example:
Greece, one of the greatest civilizations of all time, besides the existing UA could have/own, several of the CIV TRAITS, like:
SCIENTIFIC, SPIRITUAL, INDUSTRIOUS, SEAFARING, CULTURAL.
If Alexander is it's Great Leader, his Leader Traits could include: Warrior, Imperialist, Honorable, Religious and Charismatic.
Mixing in Greece's Civ Traits with Alexander's Leader traits would produce the following Trait outcome when playing as (human or AI) this Civilization (as Alexander):
SCIENTIFIC
SPIRITUAL
INDUSTRIOUS
SEAFARING
CULTURAL
WARRIOR/GENERAL
IMPERIALIST
HONORABLE
RELIGIOUS
CHARISMATIC
So, Alexander led Greece, in this example, would get following bonuses from the game's start:
scientific buildings (libraries, universities) cost less resources to build and produce more science each turn//lower cost of religious buildings//workers work faster, industrial buildings produce more hammers//food bonus from coastal/sea tiles and ship movement +1//more culture from cultural buildings, from wonders and great people//faster-better unit promotions and combat bonus for all units//settlers costing less to build//other civs sign peace easier (until you break a treaty)//lesser cost (of construction) of religious buildings//higher unit morale and less unhappiness in cities.
Not a bad combo to start with, eh?
Of course, if Pericles was the Greek Great Leader in the(your) game, he'd benefit from the same CIV Traits as Alexander but his Leader Traits would be different, he might be rational, wonder builder, a colonial, cultured and an artist.
Each Civilization and leader would have a different trait setup, no 2 Civs and Leaders would be/act the same.
(no need to thank me, Firaxis)
Since this is the case, I present to you another suggestion to better the Civilization game franchise.
It goes like this:
Each civilization in the game is equipped with a specific set of CIV Traits. Meaning, each civ is pre-programmed with a set of traits.
On top of the Civ Traits, Each Great Leader included in the game (even if a civ has more than 1) has his/her own set of Great Leader Traits as well.
Civ traits (not UA's) could include some of the the following:
COLD CLIMATE CIV - food bonus from tundra/taiga/snow/ice terrain
DESERT CIV - food bonus from desert/oasis terrain
HIGHLAND CIV - food and movement bonus from hills/mountain terrain
SEAFARING CIV- food bonus from coastal/sea terrain, ship movement +1
INDUSTRIOUS CIV - workers work faster, industrial buildings produce more hammers
SCIENTIFIC CIV - scientific buildings produce more science and cost less to build
WARLIKE CIV - barracks at half cost, bonus unit promotions for combat won
MERCHANT CIV - financial bonuses for trade pacts, trade routes
COMMERCIAL CIV - lower cost of financial buildings, more gold from gold producing tiles
EXPANSIVE CIV - lower cost of settler units
SPIRITUAL CIV - lower cost of religious buildings
AGRICULTURAL CIV - more food from all irrigated tiles/hexes
CULTURAL CIV - more culture gains from cultural buildings, wonders and great people
Of course several more Civ Traits could be added.
All Great Leaders in the game are additionally equipped with Great Leader Traits, applied on top of the existing Civ Traits to their corresponding civ upon the Leader's and his/her Civ's inclusion in a new game.
Great Leader Traits include:
CHARISMATIC - higher morale (if included) of military units, less unhappiness in the cities
WARRIOR/GENERAL - faster/better unit promotions, combat bonus for all units
RUTHLESS - no negative effects on own populace from enemy city razing, nuclear weapon use
FINANCIAL - financial buildings cost less to produce
MISER - more gold from barbarian camps, less unhappiness from high taxes
EXPLORER - scouts and explorers move faster
ADMIRAL - ships +1 attack/defence strength
HONORABLE - other GL's much friendlier at first, easier to sign pacts
WONDER BUILDER - less resource cost of building great wonders
PHILOSOPHER - less costly/timely scientific research, great scientists more likely to appear
BUILDER- less costly to produce industrial buildings, more hammers from industria buildings
RELIGIOUS - lesser cost of religious building
AGGRESSIVE - additional bonus for units when attacking
IMPERIALIST - settlers and colonists-if in game, cost even less hammers to build
COLONIALIST - happier populations in colonial towns, production in cities not on own continent less affected by distance to the capital
RATIONAL - other leaders less likely to go to war, easier to sign pacts
RESEARCHER - resource cost of scientific buildings lowered, great scientists more eager to join this civ/leader
RADICAL - more influence on population from religious buildings/wonders
and great prophets
MINER - mines produce more resources/hammers
ARTIST - great artists more likely to appear, cultural buildings cost less to construct
Now, combining each Civilization's Civ Traits and the Great Leader's leading it, Great Leader Traits, would create incredibly diverse and interesting unique combinations of Civilizations and Great Leaders.
For example:
Greece, one of the greatest civilizations of all time, besides the existing UA could have/own, several of the CIV TRAITS, like:
SCIENTIFIC, SPIRITUAL, INDUSTRIOUS, SEAFARING, CULTURAL.
If Alexander is it's Great Leader, his Leader Traits could include: Warrior, Imperialist, Honorable, Religious and Charismatic.
Mixing in Greece's Civ Traits with Alexander's Leader traits would produce the following Trait outcome when playing as (human or AI) this Civilization (as Alexander):
SCIENTIFIC
SPIRITUAL
INDUSTRIOUS
SEAFARING
CULTURAL
WARRIOR/GENERAL
IMPERIALIST
HONORABLE
RELIGIOUS
CHARISMATIC
So, Alexander led Greece, in this example, would get following bonuses from the game's start:
scientific buildings (libraries, universities) cost less resources to build and produce more science each turn//lower cost of religious buildings//workers work faster, industrial buildings produce more hammers//food bonus from coastal/sea tiles and ship movement +1//more culture from cultural buildings, from wonders and great people//faster-better unit promotions and combat bonus for all units//settlers costing less to build//other civs sign peace easier (until you break a treaty)//lesser cost (of construction) of religious buildings//higher unit morale and less unhappiness in cities.
Not a bad combo to start with, eh?
Of course, if Pericles was the Greek Great Leader in the(your) game, he'd benefit from the same CIV Traits as Alexander but his Leader Traits would be different, he might be rational, wonder builder, a colonial, cultured and an artist.
Each Civilization and leader would have a different trait setup, no 2 Civs and Leaders would be/act the same.
(no need to thank me, Firaxis)