Dynamic Traits Addon Design

Working on Casin Loveless; The Educated Pirate.

lvl1:
+10%:science:
+1:hammers: +3:commerce: to haunted wreck (as Cassin would certainly raid the wreck to see if something is useful there instead of just fearing it)
+25% GPP

Lvl2:
library gives +1:)
elder council +1:)
Harbor grants +1:science:
+30%:science: from trade routes ( I meant : if I got initially 3:commerce: from a given trade route, now I get 3:commerce: and 1 :science:)
now: two things I'm not sure are possible but that would be fun :
Spoiler :
Blocade gives :science: on top of :gold: (if possible ; same value (doubles the amount of total commerce yield gained by blocade).
Pillage gives :science: on top of :gold: (if possible ; same value (doubles the amount of total commerce yield gained by pillaging).
Lvl3:
+10%:science: (total : +20%)

champions get command I and +2:science: per unit killed.
All naval units gets +3 :science: per unit killed
+25%GPP

Points gained by: building libraries, pillaging, killing Order and AV Units (late game), gaining Great Sage, building harbor, building naval units, commandering naval units with the "boarding effect"....

Casin loveless was : financial / philosophical. But I think her aspect of the "educated pirate" is more interesting, reading the pillaged books, discuting theology, and manipulating others to gain them to her cause...etc
 
@Calavante for Deidre you put +2 :health: and +1 :) per city.. was this supposed to be a static bonus, or was it supposed to grow as you built more cities? If it is the latter, that bonus would quickly get out of hand without a limit of some sort.
 
you're right.
that was +2:health:, +1:) static for the civ... resulting in +2:health: and +1:) in each city
my mistake
 
Lucius
Luck and Charm
  • +10% :culture:, +10% :gp:, -10% XP needed to level.
  • +20% :culture:, +20% :gp:, -20% XP needed to level.
  • +30% :culture:, +30% :gp:, -30% XP needed to level.

Several creative liberties are being taken here. Firstly, after prolonged deliberation on how to model "Harmatt, but not quite Harmatt" I gave up and designed Lucius as a leader-specific replacement with upgrade potential. Deirdra's present traits suggest a growth-economy focused leader, and Ciara's image puts me in the mind of a more xenophobic, militant ruler, so there's your "civ-focused" options; Lucius is focused, instead, upon himself.

Lucius (Hero)
Requires Cartography, Tracking, and an Exploration Guild.

3 :strength:, 2 :move:
0-3 first strikes.
Ignores terrain movement costs.
60% withdrawal chance.
+1 :strength: from Air Affinity.
-50% city attack.
Can use Bronze, Iron, and Mithril.
Starts with Adventurer, Hero, Lion Blood (roar!), Ragetongue, and Breath of Tali.

Ragetongue is a unique equipment granting +1 :strength:, 2 first strikes, and +1% strength gained per unit killed.

Breath of Tali grants cities hosting Lucius +1 :) , +1 :gold:, +1 :culture:, and +1 :hammers:, and includes a 10% chance to avoid bad lair results. It upgrades at the second and third ranks of Luck and Charm to Word of Tali and Song of Tali, each granting an additional +1 :), +1 :gold:, +1 :culture:, +1 :hammers:, and 10% chance to avoid bad lair results.

So you can either send him out and make him awesome, or keep him home and make awesome stuff. His increased city attack malus should hopefully offset his out-of-the-box improvement over Harmatt. Lion Blood is there because you can stack it with Courage if you get Courage first, which would allow his total bad lair result evasion to rise to 100% instead of 90%.

Edit: I found an acrylic of a guy with a whip. I did make an effort to find a more appropriate art style, but searching for men with whips leads down some odd paths which eventually took their toll on my desire to keep doing it.
 
Dain the Caswallan
Bastion
  • All units start with Drill I. Arcane units also start with Martial I and Wards I. +50% :gp: rate.
  • Arcane units who qualify gain Martial II and Wards II. +33% :hammers: and :gold: from trade.
  • Arcane units who qualify gain Martial III and Wards III. Activates Tolerant.

Martial I: 3:strength: ranged attack, range 1, 40% damage limit. Grants +1 XP per combat.
(Reqs Channeling I and Arcane unit)
Martial II: +2:strength: and +10% damage limit to ranged attacks.
(Reqs Channeling II and Martial I and Arcane unit)
Martial III: +1:strength: and +10% damage limit to ranged attacks. Grants +1 XP per combat.
(Reqs Channeling III and Martial II and Arcane unit)

Wards I: +1 defense :strength:.
(Reqs Channeling I and Arcane unit)
Wards II: 20% withdrawal.
(Reqs Channeling II and Wards I and Arcane unit)
Wards III: +1 defense :strength:.
(Reqs Channeling II and Wards III and Arcane unit)

Eldritch: Grants +.5 ranged :strength: affinity and .33 XP rate affinity for Metamagic Mana.
(Reqs Channeling II and Martial II and Metamagic II)
Explosive Tactics: Grants +.5 ranged :strength: affinity, 10% collateral damage limit affinity, and .5 collateral damage targets affinity for Fire Mana. Can cause collateral damage to 1 unit.
(Reqs Channeling II and Martial II and Fire II)
Arcane Ferocity: Grants +.5 ranged :strength: affinity, .5 combat:strength: affinity, 5% healing affinity, and 3% combat healing affinity for Body Mana.
(Reqs Channeling II and Martial II and Body II)

Caswallan: +2 ranged :strength:, +10% damage limit to ranged attacks, can bombard, can heal while moving.
(Reqs Channeling III and Martial III and Eldritch and Explosive Tactics and Arcane Ferocity)

Ranged Strength is equivalent to the base strength of Apprentices, Wizards, and Battlemages without the affinity promotions. I don't really know how Firebows fit into the picture. Maybe let them start with Flaming Arrows, and have Flaming Arrows affect ranged combat, which would be a good idea in general because +1:strength: is not hugely meaningful to archers anymore.
 
maybe eldritch, explosive tactics and Arcane ferocity could be exclusive promotions...
because as they are, each is already really strong so getting all of them :yuck:.

And I propose that you restrain them to "arcane" units. otherwise, most horsearchers, champions...etc could get those promotions and that would be sickly overkill.

and maybe caswallan can only be given to one guy.
otherwise, when I'll be level III, all my liches, arcane heroes, druids, archmages, (high priests maybe), will have Martial III, Wards III, eldritch, explosive tactics, Arcane ferocity AND Caswallan;
:D

And please, those promotions are not automatically (eldritch, explosive tactics, Arcane ferocity, caswallan : they need to be picked;..please)
 
Changed Martial and Wards to require the Arcane type, and Caswallan to require all three mana focus upgrades; now it costs four levels that could have been spellcasting to achieve, and forcing all three upgrades limits the normally successful tactic of stacking one type of mana for affinity summons: you need at least 2 of each type to get a full point of ranged strength, for instance.
 
Sorry, I've been busy the past few weeks (training a new employee, so all my "free" time to mod was gone), and haven't read the latest posts yet.

Tomorrow I will start work on merging tags from civics over to traits, and build the installer for 1.4; I'll upload it once I get home that night, since it'll take a few hours.
 
no problems.
I stopped thinking about new "traits" 'cause 3 propositions in row without feedback was a bit unsatsfying.
but once you do a selection/recapitulation of all propositions that satisfy you, we will know which leaders need our "devotion".

However the balancing aspect between all propositions might be a bit hard. Some seem really powerful, while other are just powerful or odd or even low profile...
 
Goodreau
LvL1: Statesmen provide +1 :commerce:
LvL2: Adventurers guild and citizen's forum provide +1 trade route
Museum provides +3 :)
LvL3: +10% :food:, 10% :hammers: from trade routes
+25% trade route bonus​
Gains points from foreign trade, building homesteads, being at peace (is this possible?)


Raitlor
LvL1: +1 :health: from healers/great healers
Disposition with other leaders +3
LvL2: +20% :science: from trade routes
Double chance for religions to spread to cities
+1 :culture: per religion present in city
LvL3: Disciple units start with +4xp
Disciple units gain the 'Praise the Priestess' spell
"Praise the Priestess": -4% maintenance +1 :) +1 :culture: +1 :hammers: per religion
Gains points from foreign trade, training disciple units, founding religions

Err if bonuses cannot be applied by religions present in the city, perhaps they could be applied to the temple buildings instead.

Both of these could work. Not sure if the bonus-per-religion works; But temples are a good substitue.

Okay for cassiel, after re-analyzing the grigori, the maintenance reduction would have been overkill. And for the great people I was referring to the bonus from the grigori specific buildings (I will list them) though a straight bonus would be fine too.

Cassiel:
LvL2 +50% :gp: from Adventurer's Guild +20% :gp: from Dagda's Memorial +30% :gp: from grigori Palace
-10% Maintenance and an additional -5% maintenance per law mana
+1 :) from Great People.​

Varn:
LvL2 +4 :health: +0.2 :health: from floodplains
+1 :) from Sun Mana​

What about Raitlor and Goodreau?

These should both work.

Jonas
LvL1: Boss's Recieve Command Limit I and Battle Commander I
No Anarchy
Barbarian
LvL2: Ogres (All types) gain access to archery promotions from bosses
Ogres (All types) gain +1 :c5rangedstrength: and +5% siege
Bosses start with +3xp, gain +10% xp from minions
Score for peace with barbarians doubles (re-establishes peace if at war)
LvL3: +4 :health: from Sacrifice the Weak
+2 :) from Demon's Altar
Double gold from Capturing/Razing Cities
Permanent peace with barbarians (re-establishes peace if at war)​

Points Gained from Defeating civs, Razing/Capturing Cities, Building Ashenveil units/buildings

Interesting one. Definitely pushes him into AV, which is lore-appropriate (though I always personally want him in FoL :p).
 
now, looking at Keelyn, our favorite summoner.

lvl 1: arcane units get the summoner promotion (+1turn per summon).

Keelyn starts with a summoned Imp named "Puppy", with the weak promotion. and further the spell "escape", and an "inspiration like spell" giving only +1:) in city while the caster is here. (Keelyn liked Puppy...thus...) and the immitator promotion.
Immitator gives held and weak to summons as their summoner is not a proper adept, but a summon. (It is in case one upgrades Puppy to "mage", or to prevent the imps and Puppy to summon useful "pit beasts" at lvl 2 of the trait).

(may Puppy see his "channeling I" promotion removed? - I don't want him to learn new spells until lvl 2 of the trait)

lvl 2: all arcane units with get entropy II (it seems Keelyn favors pit beasts).
Harlequin units get the "summon imp" spell (well, a spell that summon an imp for 1 turn), and a promotion that gives immitator promotion to their summons (thus on the imps). (I only want the imps to be cannon fodder, I don't want them to be able to summon other units (dimensionnal I)...Etc).

Puppy (the Imp), gets back chanelling I and gains further chanelling II , chaos I, air I and mind I. It keeps the "immitator promotion".

lvl 3:
summons get combat I
demons units (so only summoned imps and summoned pit beasts, and summoned balors) get strong,
mages and archmage (and lichs, and disciples units) (any unit with channeling II) get a "twincast-like promotion" that only twincasts summons, but not the other spells. (is it possible?)

A tar Demon (permanent) with held and summon (so it can be "banished") appears on all Government center (palace, winter palace, summer palace or any other one), both when attaining lvl 3, and when constructing the new buildings. (it doesn't re-appear once it is destroyed though.. I don't know how to manage that).

A balor named "Giggles" (permanent summon, so it doesn't count in the limit toward berserks, nor on the limit of summoned balors), with leashed (5 tiles); 10xp (+Strong as it is a demon) appears in the capital. the Balor Giggles can cast the spell Motivation.

Motivation works ala "inspiration" : a building that reduces 10% maintenance in city, removes 2 :mad: (or +1:)), gives "hasted" to unit in city (and thus exhausted the turn after the left the city), +10% :hammers:; removed if caster quits the city.
Giggles'spell is supposed to represent Keelyn's use of Giggles as a "motivator" to impose her reign. The effects are small as they are mainly for fluff but might be nice to have.

points gained by:
arcane unit built (4pts)
harlequins built (4pts) (or upgraded to ???)
building mage guild (30pts), and Catacomb Libralus (150pts) (as Keelyn learned by following magic)
Building festival (30), theatre (20), inn (15) and market (20), Theatre of dreams wonder (100 pts), Grand menagerie (200 pts)(as Keelyn gets more powerful when Perpentach is away, playing and carrouselling, especially .)
units killed by demons summons. (4pts)
some other thing?

This is a good one. Only thing I'm not sure about: The twincast-for-summons. Possible, but would need all summons to take it into account (lots of grunt work for a minor effect, basically; Easier to just do twincast).

Deidra:

lvl1:
+1:health:civwide
recon units get the wanderer promotion
wanderer promotion: can enter in cultural borders; -25% city attack :strength:.

Lvl2:
+1:health:civwide
-25% cost for upgrading
recon units get +1mvt.
recon units get spirit guide

Lvl3:
+1:) civwide
recon units get -1 mvt cost per terrain.


deidra is originally : +3:health: +1:) -25%upgrade cost.
However, Deidra is normally the symbol of the free traveller.
Edit : +X per city => +X civwide.

This fits. A little bit weak, maybe? Not sure. Definitely fits her lore though.
 
Cardith
(I suppose that the base civ-trait for Kuriotates is : sprawling + 3 cities (on normal size))

So, here we go:

Lvl1:
+1:health:
+10% :gold: during peace
+10% :science: during peace
+25%Great Person rate

Lvl2:
+2:health:
+10% :gold: at all times (total +20% during peace)
+10% :science: at all times (total +20% during peace) (thus it replaces the inattainable "+10%:commerce: during peace")
+25%Great Person rate

Lvl3:
+1 number of cities (I would have said that it would be "set maximum number of cities to 4, bt the numbers change with the map size).
+25%Great Person rate

Cardith lodra was originally +100% great people (here +75%) and +3:health: (same here) + help for building settlers, granary, elder council...Etc that are not here.

Points for:
-Dragon Bones in territory (+5/turn)
-Summoning Eurabatres (+900 pts : Summoning Eurabatres brings you to the next level if you couldn't already reach it).
-Taking the Dragon Hord (+300pts) (well, only the first time should count).
-Building the City of a thousand Slums (+300pts)
-Building Aqueducts (40pts), Infirmary (30pts), sewers (40pts),
-gaining 1 pop point : 5pts (so very few cities).
-Owning gold, gems, pearl, (+2pt per ressource per turn) ; jewelry (+3 per ressource per turn)

something more?

This should work.

Working on Casin Loveless; The Educated Pirate.

lvl1:
+10%:science:
+1:hammers: +3:commerce: to haunted wreck (as Cassin would certainly raid the wreck to see if something is useful there instead of just fearing it)
+25% GPP

Lvl2:
library gives +1:)
elder council +1:)
Harbor grants +1:science:
+30%:science: from trade routes ( I meant : if I got initially 3:commerce: from a given trade route, now I get 3:commerce: and 1 :science:)
now: two things I'm not sure are possible but that would be fun :
Spoiler :
Blocade gives :science: on top of :gold: (if possible ; same value (doubles the amount of total commerce yield gained by blocade).
Pillage gives :science: on top of :gold: (if possible ; same value (doubles the amount of total commerce yield gained by pillaging).
Lvl3:
+10%:science: (total : +20%)

champions get command I and +2:science: per unit killed.
All naval units gets +3 :science: per unit killed
+25%GPP

Points gained by: building libraries, pillaging, killing Order and AV Units (late game), gaining Great Sage, building harbor, building naval units, commandering naval units with the "boarding effect"....

Casin loveless was : financial / philosophical. But I think her aspect of the "educated pirate" is more interesting, reading the pillaged books, discuting theology, and manipulating others to gain them to her cause...etc

I like this one, but I'm not sure on the blockade/pillage yields. Will look at it.
 
Lucius
Luck and Charm
  • +10% :culture:, +10% gp, -10% XP needed to level.
  • +20% :culture:, +20% gp, -20% XP needed to level.
  • +30% :culture:, +30% gp, -30% XP needed to level.

Several creative liberties are being taken here. Firstly, after prolonged deliberation on how to model "Harmatt, but not quite Harmatt" I gave up and designed Lucius as a leader-specific replacement with upgrade potential. Deirdra's present traits suggest a growth-economy focused leader, and Ciara's image puts me in the mind of a more xenophobic, militant ruler, so there's your "civ-focused" options; Lucius is focused, instead, upon himself.

Lucius (Hero)
Requires Cartography, Tracking, and an Exploration Guild.

3 :strength:, 2 :move:
0-3 first strikes.
Ignores terrain movement costs.
60% withdrawal chance.
+1 :strength: from Air Affinity.
-50% city attack.
Can use Bronze, Iron, and Mithril.
Starts with Adventurer, Hero, Lion Blood (roar!), Ragetongue, and Breath of Tali.

Ragetongue is a unique equipment granting +1 :strength:, 2 first strikes, and +1% strength gained per unit killed.

Breath of Tali grants cities hosting Lucius +1 :) , +1 :gold:, +1 :culture:, and +1 :hammers:, and includes a 10% chance to avoid bad lair results. It upgrades at the second and third ranks of Luck and Charm to Word of Tali and Song of Tali, each granting an additional +1 :), +1 :gold:, +1 :culture:, +1 :hammers:, and 10% chance to avoid bad lair results.

So you can either send him out and make him awesome, or keep him home and make awesome stuff. His increased city attack malus should hopefully offset his out-of-the-box improvement over Harmatt. Lion Blood is there because you can stack it with Courage if you get Courage first, which would allow his total bad lair result evasion to rise to 100% instead of 90%.

Edit: I found an acrylic of a guy with a whip. I did make an effort to find a more appropriate art style, but searching for men with whips leads down some odd paths which eventually took their toll on my desire to keep doing it.

I definitely like this one, though I think we'll stick with the current image for him.

Dain the Caswallan
Bastion
  • All units start with Drill I. Arcane units also start with Martial I and Wards I. +50% :gp: rate.
  • Arcane units who qualify gain Martial II and Wards II. +33% :hammers: and :gold: from trade.
  • Arcane units who qualify gain Martial III and Wards III. Activates Tolerant.

Martial I: 3:strength: ranged attack, range 1, 40% damage limit. Grants +1 XP per combat.
(Reqs Channeling I and Arcane unit)
Martial II: +2:strength: and +10% damage limit to ranged attacks.
(Reqs Channeling II and Martial I and Arcane unit)
Martial III: +1:strength: and +10% damage limit to ranged attacks. Grants +1 XP per combat.
(Reqs Channeling III and Martial II and Arcane unit)

Wards I: +1 defense :strength:.
(Reqs Channeling I and Arcane unit)
Wards II: 20% withdrawal.
(Reqs Channeling II and Wards I and Arcane unit)
Wards III: +1 defense :strength:.
(Reqs Channeling II and Wards III and Arcane unit)

Eldritch: Grants +.5 ranged :strength: affinity and .33 XP rate affinity for Metamagic Mana.
(Reqs Channeling II and Martial II and Metamagic II)
Explosive Tactics: Grants +.5 ranged :strength: affinity, 10% collateral damage limit affinity, and .5 collateral damage targets affinity for Fire Mana. Can cause collateral damage to 1 unit.
(Reqs Channeling II and Martial II and Fire II)
Arcane Ferocity: Grants +.5 ranged :strength: affinity, .5 combat:strength: affinity, 5% healing affinity, and 3% combat healing affinity for Body Mana.
(Reqs Channeling II and Martial II and Body II)

Caswallan: +2 ranged :strength:, +10% damage limit to ranged attacks, can bombard, can heal while moving.
(Reqs Channeling III and Martial III and Eldritch and Explosive Tactics and Arcane Ferocity)

Ranged Strength is equivalent to the base strength of Apprentices, Wizards, and Battlemages without the affinity promotions. I don't really know how Firebows fit into the picture. Maybe let them start with Flaming Arrows, and have Flaming Arrows affect ranged combat, which would be a good idea in general because +1:strength: is not hugely meaningful to archers anymore.

Like this one too. :goodjob:


Sorry for the delay, been busy at work. Spring break, and all. Had to break up the post, too many images.
 
Thanks Valkrionn for responding.
that's nice of you.

for Deidra: I know it seems weak. especially when compared to the proposed Lucius (+60culture, +60%gpp, -60% to upgrade units + a super hero)... but I didn't have any idea.

(Maybe when all leaders have such traits one can balance them more easily... And I'll have to say that I have no idea at the moment of what should be the average "power" of such traits.)

For Keelyn : no pb with twincast. but then, i think it should only be given to units with chanelling III. (because twincasted fireballs.... for each mage ... arg..)
 
  • Daracaat
    • LV1- -10% xp required to level up; +1:food: on tiles with 4:food:; -10%:culture:
    • LV2- -10% xp required to level up; capital can use three rings out
    • LV3- -10% xp required to level up; + 50% :hammers: when building dark wealds; dark wealds give +1:), +2:food:, and +20%:culture:
    • points from population in capital and spiders killing things

  • Veraato
    • LV1- increased chance to generate scorpions; scorpions and workers begin with scorpionkin promotion (+10% withdrawal, workers can build scrubs on desert); scorpions get +1 strength
    • LV2- -10% city upkeep; +1:food: from scrubs; all units begin with scorpionkin
    • LV3- -10% city upkeep; + 2:commerce: from scrubs; +1 free specialist per city
    • points gained from all population and scrubs in territory.
 
for Deidra: I know it seems weak. especially when compared to the proposed Lucius (+60culture, +60%gpp, -60% to upgrade units + a super hero)... but I didn't have any idea.

30%, not 60%.

Kolsehvahn
Tyrant Lizard King
  • Can build Slave Pens. Recon units start with Ambition and Slaver. +33% culture, -23% culture during peace.
  • Tiles with :hammers::hammers: produce an extra :hammers:. Slave and citizen specialists produce an extra :hammers:. Recon units start with Combat I.
  • Activates Tolerant. Increases the slave limit by 5. Slave specialists produce an extra :hammers:.
 
30%, not 60%.
well technicaly it is written : lvl1 +10, lvl2: +20 (so +10 + +20= +30) lvl3 +30 (so +10+20+30=+60)... that's were my mistake is coming from. Valkrionn said that all levels are additive with each others.
 
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