Dynamic Traits Addon Design

Valkrionn

The Hamster King
Joined
May 23, 2008
Messages
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Location
Crestview FL
With E'iten migrating over to Civ5, I've decided to make a few "addons" for the RifE, primarily because the mechanics for the addons already exist; I don't want the work done implementing them to go to waste.

The first of those addons is going to be Dynamic Traits. For those of you who don't know, this is a system which allows leaders to gain traits as they are playing (much like the current Emergent trait, but far more detailed). The system is done entirely in the DLL, and progress towards gaining a new trait can be checked at any time via a new traitscreen.

The implemented system does not differentiate between leader types; In fact, leader types are being removed totally. All leaders will possess one unique trait, which they are able to level up (IE, gain a new trait which requires the first one) twice as they play. Additionally, all leaders will be able to gain generic traits (think aggressive, charismatic, etc) as they play, up to a maximum of 3 minor traits. These traits CAN change, even after you reach the limit; You will simply lose the trait you have the least points for, in favor of the new trait.

What we need now is ideas for each leader's unique trait. We've cut quite a few leaders, and added nearly an equal number, leaving us with three leaders per civ (excluding Illians (two leaders), Mercurians, and Infernals). We are trying to make each leader's trait as unique as possible, while reflecting their lore; it's not always an easy thing to do. :p

A few guidelines:
  • All leaders should have a unique trait; Try to keep from duplicating mechanics between leaders. Some may be similar, but never identical.
  • Each trait will have three (3) levels; One the leader starts with, and two that are gained if you meet the requirements for them.
  • Traits should try to remain within the bounds of existing trait capabilities; Minimal python is acceptable, but it is preferable to avoid it.
  • Please include a list of actions that should earn points for the trait; These can vary by level if necessary, and are only needed for levels 2 and 3. Most of the existing traits do not have this, but there will be an example posted.
  • PLEASE USE THE EXAMPLE'S FORMAT. This will allow me to simply copy/paste the trait into our list.

For reference, traits may:
Spoiler :
  • change (flat +/-):
    • Health
    • Happiness
    • Starting Gold
    • Summon Duration
    • [Yield] on tiles with X or more [Yield]
    • [Commerce] rate
    • Production from [Feature]
    • Growth rate of [Feature]
    • Specialist [Yield] or [Commerce]
  • modify (%mod):
    • Civic Upkeep
    • Experience required to Level
    • Great Person rate
    • Great General rate
    • Domestic Great General rate (IE, increases GG points from battles within your borders)
    • World/Team/National Wonder production rates
    • Victory/Defeat/Pillage culture changes from IDW
    • Gold from Pillaging
    • Upgrade Costs
    • Production gained from Whipping Population
    • [Yield] from Trade
    • [Commerce] from Trade
    • [Commerce] rate
    • [Commerce] rate during Peace
  • set:
    • Maximum amount of Anarchy you can have (or prevent it entirely)
    • Population Cap for the City
    • Maximum number of Cities
  • activate:
    • Tolerant
    • Influence Driven War
    • Sprawling
    • Overflow Production
  • grant:
    • Free XP from combat
    • Free Promotions


The following actions govern how traits may be gained; The first trait requires 1000 points, each trait after will require an additional 1000.
Spoiler :
  • Killing a unit (of any kind)
  • Capturing a city
  • Defeating a player
  • Pillaging an improvement
  • Razing a city
  • Taking a vassal
  • Leveling a unit (of any kind)
  • Earning GP points
  • Earning a GP (of any kind)
  • Number of Trade Routes in all cities
  • Gaining Population
  • Losing a unit (of any kind)
  • Losing a city
  • Founding a religion (any religion)
  • Excess Happiness/Health in all cities
  • Agressive Victories
  • Defensive Victories
  • Constructing a Wonder
  • Killing a unit possessing a non-state religion (IE, you're OO, kill a unit with AV religion, gain points)
  • [Yield] gained
  • [Commerce] gained
  • Killing any unit belonging to [Unit Combat]
  • Owning [Resource]
  • Constructing [Building]
  • Constructing [Improvement]
  • Training [Unit]
  • Constructing [Ritual]

Example:
Valledia:
  • Lvl 1 - Wizard's Hall and Catacomb Libralis provide +1 :), -10% Maintenance.
  • Lvl 2 - Arcane units stationed in cities provide bonus to happiness, growth and further reduce maintenance
    • Spell cast in city ala Inspiration. +1/2/3 :), 10/20/30% Growth, and 5/10/15% Maintenance reduction, based on unit tier.
    • Points gained from: Training arcane units/buildings, constructing Mana Nodes, owning Manas
  • Lvl 3 - all developed Mana Nodes yield +2 food/production/commerce
    • Points gained from: Training arcane units/buildings, constructing Mana Nodes, owning Manas
 
Here is the list of leaders we will be keeping. Any leaders not listed will be cut; Ophelia is to be Scion only, the only multi-civ leader will be Decius.

  • Amurites
    • Valledia
      • Lvl 1 - Wizard's Hall and Catacomb Libralis provide +1 :), -10% Maintenance.
      • Lvl 2 - Arcane units stationed in cities provide bonus to happiness, growth and further reduce maintenance(Adepts give small boni, Mages give bigger, Archmages give even bigger
        • Spell cast in city ala Inspiration. +1/2/3 :), 10/20/30% Growth, and 5/10/15% Maintenance reduction, based on unit tier.
      • Lvl 3 - all developed Mana Nodes yield +2 food/production/commerce
    • Dain
      • [BASIC IDEA TO BE FLESHED OUT]Grant Arcane units ranged strikes, bombard, and collateral.
    • Lorelei
      • Lvl 1 - Free Water Mastery and Water1 to Arcane units.
        • Water Mastery - +1:movement:, Water Walking, +50% :strength: on Ocean/Coast, grants Water Mastery to summons.
      • Lvl 2 - Arcane units gain new spell : WaterMorph
        • Water Morph - Grant the unit a new promo : Water Form for 3 turns
        • Water Form - +3 defense, +40% withdrawal, -3 attack +3 water (ice?) attack and water elemental graphic (unit art style)
      • Lvl 3 - Give to all units Water Mastery
  • Archos
    • Daracaat
    • Veraato
    • Corane
      • Lvl 1 - Increases chance for cities to generate Spiders, spiders spawn with Spiderkin promo once nest reaches size 10, all other units at 15 (Current spiderkin trait behavior)
      • Lvl 2 - Spiders may take a "Racial" at spawn, for free (currently lvl 3 min) - Seems slightly weak, but it's not really. Not many spiders survive to pick their race, but are very useful once they do; This should be useful.
      • Lvl 3 - Non-spider units may take spider racials (Exclude animals, beasts, mechanical units)
  • Austrin
    • Deirdra
    • Ciara - Image
    • Lucius - Image
      • Lore and basic trait idea:
        Spoiler :
        It's a bit rough, and sorry, but formatting it's going to hurt. An emergent trait for Lucius Cuprum, an Austrin leader I proposed long ago. Nothing is written in stone, naturally.

        Roguelike
        The Roguelike Trait grants you Lucius as a unit, and is directly affected by his level.
        Lucius Cuprum is a Rogue (the Austrin Scout replacement) who starts with several promos, and can acquire some unique ones as he fights. Other than his starting promos, he is an ordinary Rogue, and can be updated along the cavalry or recon lines.
        Valor, Loyalty, Pheonix Blood, Courage, Adventurer, Steelflayer Whip, Dragon Slaying, Leader (but NOT Hero or Battlehardened; he'll have to earn that XP)
        Steelflayer Whip: Equipment, provides +1 unholy strength, +75% versus Animals and Beasts​
        Leader: +1 Happiness in cities he's stationed in, allows further promos at Level 6 and 10.​
        Level 1
        Double Production Speed of Exploration Guild, Inn
        +1 Happiness from Exploration Guild
        (A bit weak; the unit is tough, though, and the +1 Unholy and massive anti-animal bonus should mean Lucius' greatest early-game bonus will be his own physical abilities).

        Level 6
        Dungeon Crawler: Can be taken for free at Level 6 with Leader.
        +1 Strength
        +1 Happiness in cities he's stationed in (stacks with Leader for +2 total)
        +10% Withdrawl chance
        Can cast Escape, Inspiration

        For Leader:
        +1 Happiness from Inn
        Double Production Speed of Monument, Library
        -50% Upgrade Costs
        (A bit scattered, I know. It's more of a general purpose bonus than anything; a bit more overall oomph.)


        Level 10
        Dungeon Master: Can be taken for free at Level 10 with Leader.
        +1 Strength
        +1 Defensive Strength
        +10 Withdrawl chance
        +2 happiness in cities he's stationed in (stacks for +4 total).

        For Leader:
        +4 XP to all units
        +10% GP rate
        +1 Happiness from Library
        +10% culture rate
        +20% Military Production
        No Anarchy

        Alignment: True Neutral, slightly Chaotic and Good.
        Religious Preference: Council of Esus
        Civics: Likes Guilds, dislikes Pacifism
        Wonders: Likes Eyes and Ears Network

  • Balseraphs
    • Perpentach
      • Insane - Periodically randomizes his traitcounters, and grants 3/4/5 random traits.
    • Keelyn
    • Nojah
      • Lvl 1 - Grants Illusionist promotion to all mages (Current trait behavior)
      • Lvl 2 - +10% culture, grants withdrawal to all illusions.
      • Lvl 3 - Grants blitz to Illusions.
  • Bannor
    • Sabathiel
    • Capria
    • Gaius
      • Lvl 1 - 10% less xp needed to level up, free Mobility1/Potency/Loyalty promotions for Disciple.
      • Lvl 2 - Disciples can take the Templar promo, requires Channeling II, Inquisitor, and Master Sergeant.
        • Templar - Changes unitCombatType to Commander, +1 Command Limit. (If this sounds unimpressive, keep in mind it allows Gaius to potentially mass-produce Great Commanders.)
      • Lvl 3 - All Disciple units with Templar can take Xenophobia, which grants Minion units Wrath, for free.
        • Wrath
          • +10% Strength
          • Allows Burning Blood
          • Grants Minion units Wrath
  • Calabim
    • Alexis
    • Flauros - "Savage Noble" (Trait needs rename)
      • -25% xp needed to level.
      • Governor's Manor adds +3 :) and +20% :culture:.
      • +1 :commerce: on tiles with 2:commerce:.
    • Elijah
      • Lvl 1: Command I free for Melee and Recon Units, Domineering free for Disciple units
        • Domineering: A weak Persuasive; allows access to Command I, II, without appropriate Channeling promos, and grants an extra +5 chance to convert defeated units.
      • Lvl 2: Allows the construction of Ministry of Truth.
        • Ministry of Truth: Grants Loyalty, Command I to all units who stay a turn in the city. +1 happy, +1 happy per Mind Mana (cumulative), -20% culture.
      • Lvl 3: All disciple units with Channeling III, or its Airandamar equivalent, may take Force of Will for free.
        • Force of Will: +1 Mind Mana Affinity.
  • Chislev
    • Absaroke
      • Lvl 1 - +25% military production, some free military units, +50% commander points, Commanders have the Charismatic I promotion
        • Charismatic I - +1 minion slot
      • Lvl 2 - more free military units, +50% commander points, +5 free XP, Commanders have the Charismatic II promotion
        • Charismatic II - +1 minion slot (on top of Charismatic I), +1 range
      • Lvl 3 - +25% military production, even more free military units, Commanders have the Charismatic III promotion
        • Charismatic III - +1 minion slot (on top of Charismatic II), +1 range (on top of Charismatic II)
      • NOTE: Trait was originally posted for Rivanna, but I don't think it fits "Rivanna the Wraith Lord".
    • Natane
    • Mogane - Image
  • Clan of Embers
    • Jonas
    • Sheelba
    • Hafgan - Scorched Earth
      • Lvl 1 - Units autoraze/pillage, gains +100% pillage benefit. When razing a city, melee units are spawned based on tech progress/city population. Spawned units start with the Weak promotion.
      • Lvl 2 - Spawned units no longer have the Weak promo, start with xp based on size of the city.
      • Lvl 3 - Spawned units now start with the Strong promo, and gain additional xp.
  • Cualli
    • Kolshevahn
    • Cuai-Ixl
    • Mihuatl
  • Doviello
    • Charadon
    • Mahala
    • Duin - Werewolves
  • Elohim
    • Ethne
    • Einion
    • Guttel - Blank Banner Leader - Image
      • Lore:
        Spoiler :
        My name is Guttel, and I take care of problems. This world is a nasty, ugly place, and sometimes, you have to be uglier and nastier if you want to make it any better.

        Today, I lead the Order of the Blank Banner. Sirona asks that we forgive the sins of all who are willing to change their ways. So we do, as best we can, but for some, putting their consciences to rest proves... difficult. Some people are so akin to the darkness, they know nothing else. All we know is how to destroy, how to undo the works of others. And since all we can do is kill, then, kill we must. Perhaps when we pass on, we will find peace with Sirona, but until that time, my brothers and I have dedicated ourselves to putting our dark skills to work against tyrants and monsters. We may have been trained to spill the blood of innocents, but the same blood flows through the wicked as well, and that is the blood we shall shed into the soil of Erebus.

        Who I once was matters not. I've broken bread with slavers, sat in silent prayer with pirates, even drank tea with fallen angels. When we take the vows of the Blank Banner, we are brothers and sisters, and our crimes are only spoken of when we ask the forgiveness of those who we once harmed. They don't always give it; would you forgive a man who raped you, a merchant who sold your beloved into slavery, or a priest who you watched sacrifice your children to their dark god? But it is the seeking that is important, and we never stop seeking our forgiveness.

        I suppose the only time we are truly at peace is when our blades meet those of the unrepentant. We have forgotten none of our brutality, none of our dark power or bestial wrath. Merely redirected it. We slaughter and burn so that others need not darken themselves with such barbarism. To kill a man is a terrible sin that will destroy the purest of souls. But our souls are so blackened and scarred that we do not fear abusing them further. Sirona will heal us of our wounds when we are finally taken into her embrace, but until then, we endure the pain of evil so that others do not have to.

        But we do not despair. We fight for the future. When the last tyrant falls, when the final temple of Agares is reduced to rubble, when those who destroy themselves with their own cruelty are finally put to rest, when evil's reach is reduced to nothing more than mundane temptations and challenges, and all who sit upon the thrones of Erebus are pure of heart and intent, than our work shall be done. We look forward to that day; we will disappear, we will die out, one by one, our names forgotten, but our legend a warning to the wicked.

        Some ask me how I can cling to the hope of defeating evil when I, more than many others, have borne witness to its true face. This is simple: the true face of evil is pathetic. The fury of the Doviello only hides their own fear of death, and moreso, of dying alone. The Svartalfar are only petulant children whose lethal tricks are done out of petty spite no different than that of a child tormenting a chained dog. The lords of the terrible Sheaim seek to end the world only because they are so terrified of pain that they would rather have annihilation. The luxurious decadence of the Calabim is nothing more than their attempt to forget, for even a moment, the terrible fate that awaits them should their lives end, and judgment be visited upon them. Evil will never prevail, because it nothing more than fear and despair, masked by cruelty.

        So it shall be. Light will triumph over darkness, goodness over evil, hope over despair. If this sounds like a fairy tale ending, I beg to differ. It will not be fairy godmothers and wishes that ensure the triumph of light, but blood, sweat, and tears. We will have to struggle every inch of the way, we will have to face the countless horrors and monstrosities evil manufactures to hide its own meaninglessness. Good people, innocents, will suffer and die. But their deaths will not go unavenged. Let it be known that evil knows nothing but fear. And fear they should, for if they do not seek forgiveness, than the Order of the Blank Banner shall instead make them pay for their crimes.
  • Grigori
    • Cassiel
    • Esirce
      • Lvl 1: +50% culture during peace, chance of cities built outside own culture to get nearby other civtype*, +50% GPP
        • *This means that if you settle near enough a foreign city, an event can fire allowing you to make it a city of that nationality; So building near the Bannor can get you a Bannor city (And units/buildings) peacefully.
      • Lvl 2: +100% culture during peace, better chance of cities built outside own culture to get nearby other civtype, +75% GPP
      • Lvl 3: +200% culture during peace, best chance of cities built outside own culture to get nearby other civtype, +125% GPP
    • Goodreau
  • Hippus
    • Tasunke
    • Rhoanna
    • Vepar - Image
  • Illians
    • Auric
    • Raitlor
  • Infernals
    • Hyborem
  • Khazad
    • Arturus
    • Kandros
    • Athel - [TRAIT NEEDS RENAMING]
      • Lvl 1 - Current slaver trait
      • Lvl 2 - Units gain cityeffect promo which drains gold from enemy cities within 3 tiles
      • Lvl 3 - All cities gain Slave Market for free, may sell population in conquered cities as slaves.
  • Kuriotates
    • Cardith
    • Yakut
    • Finniar - Sky Pirate (oh yes) - Image
      • Lvl 1 - +25% :commerce: from trade, +100% :gold: from pillaging.
      • Lvl 2 - +50% :commerce: from trade, all units gain Scouting I, air units gain Combat I and Mobility I.
      • Lvl 3 - +75% :commerce: from trade, can airlift 3 units per turn.
  • Lanun
    • Falamar
    • Hannah
    • Casin
  • Ljosalfar
    • Amelanchier - Nationalistic
      • Lvl 1 - +10% city defense, +1 trade route, +50%:commerce: from trade routes, no foreign trade, -2 attitude malus with other leaders, +25% XP in borders, -30%:culture:.
      • Lvl 2 - +15% city defense, +1 trade route, +50%:commerce: from trade routes, +25% XP in borders.
      • Lvl 3 - +25% city defense, +1 trade route, +100%:commerce: from trade routes, -1 attitude malus with other leaders, +100% XP in borders, -20%:culture:.
    • Arendel - Summer Queen
      • Lvl 1 - Forests spread more often (not sure if this can be done), and new forests grow faster, +10% :culture: in all cities.
      • Lvl 2 - Forests spread even more often, new forests grow even faster, +20% :culture: in all cities, +0.25 :) from forests
      • Lvl 3 - Faster forests, +30% :culture: in all cities, +0.5 :) from forests,
        • Points gained from: Owning nature mana, building groves, training priests of leaves
    • Thessa
  • Luchuirp
    • Garrim
    • Beeri
    • Bidrim (Gimil)
      • Lvl 1 : Mobility1 to Golems
      • Lvl 2 : All golem gain a spell : retract
        • retract : 3 turns duration, gains + 300% defense, no movement (domaine immobile?), 0 attack, +50% heal /turn
      • Lvl 3 : All units become golem (very good immitation of real units). Every city gains 1 free great engineer when reaching size 10 for the first time
  • Malakim
    • Varn
    • Kane - "Old Malakim"; Focus on units such as Anubite, more egyptian, Malakim pre-Varn.
    • Saralet
  • Mazatl
  • Mechanos
    • Verocchio
    • Maer
    • Talos - TechPriest Leader
  • Mercurians
    • Basium
  • Scions
    • Emperor
    • Korinna
    • Ophelia (Scion only)
  • Sheaim
    • Tebryn
    • Os-Gabella
    • Os-Warqa - Image
  • Sidar
    • Sandalphon
    • Shekinah
    • Sariel - Image
  • Svartalfar
    • Faeryl
    • Volanna
    • Rivanna
  • D'tesh
    • D'tesh
    • Thanatos
    • Vanedis
  • Mekara
    • Jamal
    • Zaria
    • Iram
  • Multi-Civ
    • Decius

Leaders in green are new; They are being added either to round a civ out, or because they are better than existing leaders.

A lot of them need trait ideas. The existing ideas may need revision, or replacement.
 
I liiiiiikeee this. A lot. I would love to contribute. I'll start brainstorming now.
 
Finniar
Sky Pirate
  • +25% :commerce: from trade, +100% :gold: from pillaging.
  • +50% :commerce: from trade, all units gain Scouting I, air units gain Combat I and Mobility I.
  • +75% :commerce: from trade, can airlift 3 units per turn.

Sheelba
Civilized or Noble Savage
  • -10% maintenance costs, diplomatic relations boost, all units gain Combat I.
  • -20% maintenance costs, +25% :culture: and :gp: rate.
  • -30% maintenance costs, Tolerant.

Flauros
Savage Noble
  • -25% xp needed to level.
  • Governor's Manor adds +3 :) and +20% :culture:.
  • +1 :commerce: on tiles with :commerce::commerce:.

Alexis
Bloodthirst
  • +100% :gp: rate, -50% :gp: rate at peace, all units gain Combat I.
  • +125% :gp: rate, -50% :gp: rate at peace, vampires increase research.
    • Vampirism adds a promotion (Soul-searching?) that gives 2 :science: for each unit killed.
  • +150% :gp: rate, -50% :gp: rate at peace, vampires can evolve.
    • Vampirism grants a city spell that damages population and causes unhappiness, granting the Golconda promotion, which grants +1xp per combat, 20% strength, +10% combat healing, and 2 :gold:/turn in support cost.
 
Ljosalfar
Amelanchier
Arendel
  • Lvl 1 - +10% city defense, +1 trade route, +50%:commerce: from trade routes, no foreign trade, -2 attitude malus with other leaders, +25% XP in borders, -30%:culture:.
  • Lvl 2 - +15% city defense, +1 trade route, +50%:commerce: from trade routes, +25% XP in borders.
  • Lvl 3 - +25% city defense, +1 trade route, +100%:commerce: from trade routes, -1 attitude malus with other leaders, +100% XP in borders, -20%:culture:.

Is this a typo? Because I would have thought that this trait would be much more fitting for Amelanchier than Arendel.
 
It was meant for Amelanchier yes.

Now if only I could transfer my ability to spot easy-to-make typos into an ability to actually post something constuctive. Perhaps an actual trait for Arendal, because I've always held a soft spot in my heart for everyone's favourite little turtle.

Arendal "Summer Queen"
Lvl 1 - Forests spread more often (not sure if this can be done), and new forests grow faster, +10% :culture: in all cities.
Lvl 2 - Forests spread even more often, new forests grow even faster, +20% :culture: in all cities, +0.25 :) from forests
Lvl 3 - Faster forests, +30% :culture: in all cities, +0.5 :) from forests,
Points gained from: Owning nature mana, building groves (if these are going to come out), training priests of leaves

What I like about this (other than the fact that it's by me, and therefore fantastic) is that while the level 1 trait is a bit weak, the level 3 can be an extra 10 happiness in your cities, you just need to bide your time getting trait points from your nature mana (does having a resource give you points every turn?) and grow strong in the late game, like the elves normally but do.

Of course, when I say the level 1 trait is "a bit weak" I mean "10% culture? Yuck, what does Thessa do?" If anyone has any suggestions as to what else could go there, then fire away.

And much credit to Shoggi, who not only put up with me tennis-balling my ideas at him on the irc channel, but actually made them good before he passed them back. :)
 
Another idea that came up in the chat is to actually use titles for the leaders as a trait.
For example Finniar the Sky Pirate, where the sky pirate would also be the trait. A few leaders already have titles, like Nojah, the illusionist, Rivanna the Wraith Lord, Korinna the Protector, etc.

It would be mostly a naming convention just for fluff, but i think it could be nice.
Not sure how exactly it should be displayed, though. Maybe just a name change of the leader, or something a bit more dynamic.
The Traits levels could have slightly different names, to give a feeling of leveling up a class in a rpg. For Example, Finniar the Sky Pirate (lvl 1), the Sky Buccaneer, (lvl 2), the Sky Corsair (lvl 3). Just more fluff, but, think about geting into diplomacy with a leader and seeing he is already Sky Corsair, while you are still a measly lvl 1 leader.
 
Finniar
Sky Pirate
  • +25% :commerce: from trade, +100% :gold: from pillaging.
  • +50% :commerce: from trade, all units gain Scouting I, air units gain Combat I and Mobility I.
  • +75% :commerce: from trade, can airlift 3 units per turn.

I rather like this one. The gold bonus is a bit dull, but fits, while the other bonuses are quite interesting.

Sheelba
Civilized or Noble Savage
  • -10% maintenance costs, diplomatic relations boost, all units gain Combat I.
  • -20% maintenance costs, +25% :culture: and :gp: rate.
  • -30% maintenance costs, Tolerant.

I'm not sure about this one; It may fit Sheelba, but it doesn't really fit the Clan as a whole.

Flauros
Savage Noble
  • -25% xp needed to level.
  • Governor's Manor adds +3 :) and +20% :culture:.
  • +1 :commerce: on tiles with :commerce::commerce:.

This one definitely works; Don't care for the name, but the trait itself is good.

Alexis
Bloodthirst
  • +100% :gp: rate, -50% :gp: rate at peace, all units gain Combat I.
  • +125% :gp: rate, -50% :gp: rate at peace, vampires increase research.
    • Vampirism adds a promotion (Soul-searching?) that gives 2 :science: for each unit killed.
  • +150% :gp: rate, -50% :gp: rate at peace, vampires can evolve.
    • Vampirism grants a city spell that damages population and causes unhappiness, granting the Golconda promotion, which grants +1xp per combat, 20% strength, +10% combat healing, and 2 :gold:/turn in support cost.

Good idea; However, like I posted earlier, -:gp: during peace doesn't exist as a tag.

Now if only I could transfer my ability to spot easy-to-make typos into an ability to actually post something constuctive. Perhaps an actual trait for Arendal, because I've always held a soft spot in my heart for everyone's favourite little turtle.

Arendal "Summer Queen"
Lvl 1 - Forests spread more often (not sure if this can be done), and new forests grow faster, +10% :culture: in all cities.
Lvl 2 - Forests spread even more often, new forests grow even faster, +20% :culture: in all cities, +0.25 :) from forests
Lvl 3 - Faster forests, +30% :culture: in all cities, +0.5 :) from forests,
Points gained from: Owning nature mana, building groves (if these are going to come out), training priests of leaves

What I like about this (other than the fact that it's by me, and therefore fantastic) is that while the level 1 trait is a bit weak, the level 3 can be an extra 10 happiness in your cities, you just need to bide your time getting trait points from your nature mana (does having a resource give you points every turn?) and grow strong in the late game, like the elves normally but do.

Of course, when I say the level 1 trait is "a bit weak" I mean "10% culture? Yuck, what does Thessa do?" If anyone has any suggestions as to what else could go there, then fire away.

And much credit to Shoggi, who not only put up with me tennis-balling my ideas at him on the irc channel, but actually made them good before he passed them back. :)

The growthrate tag should affect feature spread as well, I believe. And yes, nature mana would give points each turn; Meaning it should give fairly small amounts of points each time.

I like the idea.

Another idea that came up in the chat is to actually use titles for the leaders as a trait.
For example Finniar the Sky Pirate, where the sky pirate would also be the trait. A few leaders already have titles, like Nojah, the illusionist, Rivanna the Wraith Lord, Korinna the Protector, etc.

It would be mostly a naming convention just for fluff, but i think it could be nice.
Not sure how exactly it should be displayed, though. Maybe just a name change of the leader, or something a bit more dynamic.
The Traits levels could have slightly different names, to give a feeling of leveling up a class in a rpg. For Example, Finniar the Sky Pirate (lvl 1), the Sky Buccaneer, (lvl 2), the Sky Corsair (lvl 3). Just more fluff, but, think about geting into diplomacy with a leader and seeing he is already Sky Corsair, while you are still a measly lvl 1 leader.

These are some very good ideas. :goodjob:
 
Tebryn:
1) increase passive XP gain of arcane spellcasters by %=AC, all summons lasts for +1 turns
2) increase passive XP gain of arcane spellcasters by %=2*AC, all summons gain Mobility 1 promotion
3) increase passive XP gain of arcane spellcasters by %=3*AC, all summons gain Strong promotion

Charadon
1) -10% XP needed to lvl, all units gain Combat 1
2) -15% XP needed to lvl, decrease chance of mutual killing in a duel, increase XP gain from successful duel
3) -20% XP needed to lvl, all units of lvl 6 (?) or higher gain +1 Cold combat

Mahala:
1) gain a :science: boost after razing a city, free Raider promotion, +50% :gold: from pillaging
2) +1 :food: from Yaranga (??? really unsure about this one), +100% :gold: from pillaging
3) +1 :commerce:from tiles with :commerce::commerce: (about this one too, but she IS a financial leader now, so... why not?)

and, uhm, good afternoon, i am an old fan of a whole FFH mod, and RifE in particular, but preferred to stay read-only (due to my bad english, sorry) until that moment. So, hello again
 
Tebryn:
1) increase passive XP gain of arcane spellcasters by %=AC, all summons lasts for +1 turns
2) increase passive XP gain of arcane spellcasters by %=2*AC, all summons gain Mobility 1 promotion
3) increase passive XP gain of arcane spellcasters by %=3*AC, all summons gain Strong promotion
this brings me to ask a question :
are levels cumulatives or not ?
if yes : here it would mean that
1) increase passive XP gain of arcane spellcasters by %=AC, all summons lasts for +1 turns
2) increase passive XP gain of arcane spellcasters by %=2*AC, all summons gain Mobility 1 promotion total xp gain % = 3*AC
3) increase passive XP gain of arcane spellcasters by %=3*AC, all summons gain Strong promotion total xp gain % = 6*AC !! do you copy that ? 300% gain @ AC 50 ? is it too strong or just ok ? I suppose that depends on the %xp gain for spellcasters with Potency

further, for Amelanchier - Nationalistic
Lvl 1 - +10% city defense, +1 trade route, +50% :commerce: from trade routes, no foreign trade, -2 attitude malus with other leaders, +25% XP in borders, -30%:culture:.
Lvl 2 - +15% city defense, +1 trade route, +50%:commerce: from trade routes, +25% XP in borders.
Lvl 3 - +25% city defense, +1 trade route, +100% :commerce: from trade routes, -1 attitude malus with other leaders, +100% XP in borders, -20%:culture:. total ... -50% :culture: :( that means that as you become more focused, you loose again some culture... :(


Now, one of My propositions.
I loved the Chislev... However, I had too many warchiefs, only a few were interesting as only the first ones had enough xp to have interesting promotions. Indeed, at first warchiefs are interesting fighting units but, as the game progress, only the few promoted ones are interesting, and only as commanders (the new ones are born with 0xp while your units might be born with more; 5-6:strengh: is a lot at first and too few after; they have no combat promotion.).
I like your first idea of "charismatic" promotion... as it allows to make more use of the promoted commanders. However that won't help the lower level commanders;

so here come my idea :

The WarLeader:
level 1 : warchiefs get (the +20%withdrawal promotion) and "Instructor" Promotion : "Instructor" promotion enables the "former GC behaviour" : attaching to unit, +1xp/combat, +1 strength; and detaching.

level 2: warchiefs are allowed to use metal weapons (bronze, iron and mithril) (warchiefs are like smaller champions... but without the promotions that help combat...)

Level 3: warchiefs gain "strong" and may alternatebetween unit_melee and unit_commander.
Spoiler example :
"Leader promotion" which gives 40% convert chance (thus only while fighting as unit_commander) and enables the "Skilled warrior" spell.
-"Skilled warrior" spell: transforms into unit_melee (allows to gain melee promotions), with the "Skilled warrior" promotion; lose "Leader", loses "Instructor". (no minions unless you have increased the minion limit)
"skilled warrior" promotion gives "+20% withdrawal" and enables the "I'm the Leader" spell
-"I'm the Leader" spell: transforms back into unit_commander and gives back the "Leader" and "Instructor" promotions, while losing "Skilled warrior"; can only be casted in a city with tribal council building (not the lvl2 building, but the first step).
I don't think it would be suitable for Lvl1 as it would give 5-6 stength melee units too early. I am considering it for Lvl 2... but I think it is a bit too strong if too early.

points gained by : law mana, body mana, killing units (not animal, but it counts beasts) Warchief killing units counts triple, building both tribe council UB, both techs in the military strategy line.
 
Haven't slept so slightly burned out, apologies if I come off rude. Just going to make a few points:

Trait effects MUST be cumulative. More advanced traits are gained in addition to, rather than in place of, the original trait.

There is no way to implement the "increase passive xp gain by X" ability listed for Tebryn without a new tag, and I will not add new tags. The goal is to implement the mechanic without further DLL work.

I'm not a fan of the posted chislev idea; I strongly dislike the inclusion of "old" general behavior.
 
I'm not good at trying to balance things, but how about giving the Sidar yields from Mist for Sandalphon?
 
I'm not a fan of the posted chislev idea; I strongly dislike the inclusion of "old" general behavior.
don't worry for the "tone" of your comments, I took notice of the fact that you are "out"..
SO it is not the "old Commander behavior"..but the "current Orbis Commander behavior"...
You Feel Better ??

more seriously, I was just brainstorming of a way to render new commanders less "meh", especially in late game. And especially as Warchiefs are good early game, but their uniqueness is meh in mid-late game (who would sacrifice a warchief level 10 to attack a meager archer level3.. that has guerilla II !!) SO the attack strength of warchief becomes illusory.
I'll try to find some other way to make warchief better...
(but the hard part is that the 3 levels have to please you... :D)
 
(Falamar)

Agent of Danalin

1. Grants Amphibious to all units (Excluding mechanical); +15% Commerce from trade; +2 Health from Merchant specialists and Great Merchants

2. Grants Boarding to all units (Excluding mechanical); +1 Hammer from all Coast/Ocean tiles; +30% Commerce from trade

3. Grants Water Walking to all units (Excluding mechanical); Water I for all Units (Excluding mechanical, animal, and beasts)*; +45% Commerce from trade

*This allows for the Lanun to attack more inland cities by carving a warpath, so to speak, through hostile terraforming--everything is transformed into less useful marshland, while also providing a strength benefit for defending soldiers (25%).

Edit: In terms of gaining extra points (if anything), I suppose something could be tied to the pearl resource. Trade of this commodity could then be regulated strategically, to either accrue points for trait evolution or to barter with for other resources.
 
Alexis:
LvL1: Starts with Slavery Civic
Whipping generates +10% :hammers:
LvL2: Feasting grants vampires the 2nd chance promotion
+20% :hammers: from whipping
+10% :food: stored from city growth
"2nd Chance": If the unit loses the combat they are instead revived on the same tile at 50% hp and the promotion removed
LvL3: Feasting grants +50% xp
+20% :hammers: from whipping
+10% :food: stored from city growth
Points gained from whipping, feasting and killing units (any-living)

Thessa:
LvL1: Settlers gain the forest hidden promotion
+0.5 :health: from nature mana
+1 Nature Mana
LvL2: Divine Summons and arcane units gain +1 poison :strength:
Cities are automatically provided with the 'growth' enchantment
LvL3: -100% chance for hell terrain to spread in territory.
+0.5 :health: from nature mana
+0.5 :c5happy: from nature mana
Druids gain the fertility spell​
Points gained from owning nature mana, excess health, training priests of leaves
 
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