Dynamic Traits Addon Design

Hannah the Irin
Kraken of Fields
  • +25% commerce rate, -10% commerce rate during peace. All units gain Raiders, Amphibious, and Combat I.
  • +35% commerce rate, -15% commerce rate during peace. +15% military production. All units gain Dreaming.
    • +1 :culture:, +1 :gold: per unit killed.
  • +45% commerce rate, -20% commerce rate during peace. +25% military production. The Black Wind gains Desecrated.
    • Grants flying, +10% chance to capture defeated units, qualifies for Command, resurrects in capital if killed.

Yakut
Egalitarian

  • +1 :food: on any tile with :food::food:, no Anarchy.
  • Centaurs start with Strong, all units gain Mobility I.
  • All Specialists grant +1 :), +1 :culture:, and +1 :gold:.


Flauros
Danse Macabre
Mask of Tranquility



Athel
Iniquitous

Maer
Precocious

  • +2 :health:, +1 :), all units gain Homeland and Drill I, starts with 50 :gold:.
  • +4 :health:, +2 :), -25% xp needed to level, -25% civic upkeep.
  • +6 :health:, +3 :), all units gain Curiousity.
    • +1 xp per combat, +1 :science: per unit killed.

Verocchio
Genius

  • +50% wonder construction, -25% xp needed to level, worker units start with Crafting Tradition.
  • +75% wonder construction, upgrade costs reduced by 50%, +10% commerce rate, +15% commerce rate during peace.
  • +100% wonder construction, Craftsman and Sages grant +1 :hammers:, +1 :science:.
 
I'm not good at trying to balance things, but how about giving the Sidar yields from Mist for Sandalphon?

Given the way they can manufacture Mist, that might be a bit strong.

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... )

I just strongly dislike the original (or Orbis, which is the original Civ4 method) commanders. Anything that brings them back is unlikely to go in.

(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.

This is a good one. ;)

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)

Starting her with a civic would require python (as would 2nd Chance), but should be possible.

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

This will work, but we might want to change how you gain points; Same setup as Arendel.

Hannah the Irin
Kraken of Fields
  • +25% commerce rate, -10% commerce rate during peace. All units gain Raiders, Amphibious, and Combat I.
  • +35% commerce rate, -15% commerce rate during peace. +15% military production. All units gain Dreaming.
    • +1 :culture:, +1 :gold: per unit killed.
  • +45% commerce rate, -20% commerce rate during peace. +25% military production. The Black Wind gains Desecrated.
    • Grants flying, +10% chance to capture defeated units, qualifies for Command, resurrects in capital if killed.

We can't change commerce during peace; Commerce is a yield. We can change [commerce]s in peace; Science, Gold, or Culture.

Yakut
Egalitarian

  • +1 :food: on any tile with :food::food:, no Anarchy.
  • Centaurs start with Strong, all units gain Mobility I.
  • All Specialists grant +1 :), +1 :culture:, and +1 :gold:.

I like this one.

Flauros
Danse Macabre
Mask of Tranquility

I like Dance Macabre. :p

Athel
Iniquitous

Bit awkward sounding, but could work.

Maer
Precocious

  • +2 :health:, +1 :), all units gain Homeland and Drill I, starts with 50 :gold:.
  • +4 :health:, +2 :), -25% xp needed to level, -25% civic upkeep.
  • +6 :health:, +3 :), all units gain Curiousity.
    • +1 xp per combat, +1 :science: per unit killed.

I like this one.

Verocchio
Genius

  • +50% wonder construction, -25% xp needed to level, worker units start with Crafting Tradition.
  • +75% wonder construction, upgrade costs reduced by 50%, +10% commerce rate, +15% commerce rate during peace.
  • +100% wonder construction, Craftsman and Sages grant +1 :hammers:, +1 :science:.

And this one. :goodjob: (Aside from the commerce rate issue again)
 
Hmm Training priests of leaves seems the most likely candidate for change.
The three others I was considering for this slot were:
Losing Summoned creatures
Training Arcane units
Killing non-leaf followers
 
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.
 
second try for a CHislev "Warleader" Trait

lvl 1: give "withdrawal I", combat I to warchiefs. increase commander generation chances by 25%
Lvl 2: give combat II, "withdrawal II" to warchiefs ; give "spirit guide" to all melee, warchief, disciple and mounted units. increase commander generation chances by 50%
Lvl 3 : give combat III, blitz and "spirit mana affinity" to warchiefs; increase commander generation chances by 25% (total +100%).

points gained by building spirit mana nodes, owning spirit mana nodes, building councils of warchief, tribe council, totem, killing non-animal units, orc units counting double, killed by warchief counting triple (and x6 if an orc killed by warchief), killing Heros counts for 3 times (warchief killing orthus gets 3x3x2 =18 times)
(maybe building spirit mana node :50; killing unit 2; owning mana node 1/turn, buildings : 20; council of warchiefs 60 (as needs 3tribe councils) (but it might be harder for OCC ... and easier on large map/longer speeds)
 
second try for a CHislev "Warleader" Trait

lvl 1: give "withdrawal I", combat I to warchiefs. increase commander generation chances by 25%
Lvl 2: give combat II, "withdrawal II" to warchiefs ; give "spirit guide" to all melee, warchief, disciple and mounted units. increase commander generation chances by 50%
Lvl 3 : give combat III, blitz and "spirit mana affinity" to warchiefs; increase commander generation chances by 25% (total +100%).

points gained by building spirit mana nodes, owning spirit mana nodes, building councils of warchief, tribe council, totem, killing non-animal units, orc units counting double, killed by warchief counting triple (and x6 if an orc killed by warchief), killing Heros counts for 3 times (warchief killing orthus gets 3x3x2 =18 times)
(maybe building spirit mana node :50; killing unit 2; owning mana node 1/turn, buildings : 20; council of warchiefs 60 (as needs 3tribe councils) (but it might be harder for OCC ... and easier on large map/longer speeds)

Sounds much better, but one question... What type of affinity? :lol:

Affinities can do all sorts of things now. Movement, defensive strength, command range/limit (quite appropriate), so on.

List of available tags:
Spoiler :
<ElementType name="AffinityInfo" content="eltOnly" order="many">
<element type="bGraphicalOnly"/>
<element type="BonusTypes"/>
<element type="bNumCitiesEffect"/>
<element type="bCapitalPopEffect"/>
<element type="bPopulationEffect"/>
<element type="bVassalEffect"/>
<element type="fStrength"/>
<element type="fStrengthMod"/>
<element type="fAttackStrength"/>
<element type="fAttackStrengthMod"/>
<element type="fDefenseStrength"/>
<element type="fDefenseStrengthMod"/>
<element type="fMovement"/>
<element type="fMovementDiscount"/>
<element type="fVisibility"/>
<element type="fPerception"/>
<element type="fRangedStrength"/>
<element type="fRangedStrengthMod"/>
<element type="fRange"/>
<element type="fRangedLimit"/>
<element type="fFirstStrikes"/>
<element type="fFirstStrikeChance"/>
<element type="fAntiFirstStrikes"/>
<element type="fDefensiveStrikes"/>
<element type="fAntiDefensiveStrikes"/>
<element type="fCapacity"/>
<element type="fWillpower"/>
<element type="fWithdrawal"/>
<element type="fAntiWithdrawal"/>
<element type="fHealRate"/>
<element type="fXPFromCombat"/>
<element type="fXPRate"/>
<element type="fCommandRange"/>
<element type="fCommandLimit"/>
<element type="fWorkRate"/>
<element type="fCollateral"/>
<element type="fCollateralLimit"/>
<element type="fCollateralTargets"/>
<element type="fVictoryInfluenceModifier"/>
<element type="fDefeatInfluenceModifier"/>
<element type="fPillageInfluenceModifier"/>
<element type="fSlaveChance"/>
<element type="fCombatHealPercent"/>
<element type="fEnemyHealChange"/>
<element type="fNeutralHealChange"/>
<element type="fFriendlyHealChange"/>
<element type="AffinityDamageTypes"/>
<element type="AffinityDamageResists"/>
<element type="AffinityPromotions"/>
</ElementType>
 
well.. nice question..
all of them ??? :crazyeye:

I would have said basic strength affinity as my aim is to make warchiefs possibility to attack (that the other commander don't have) to still be useable in late game, when every unit is promoted and has at least 5defense, while commanders have no promotion improving combat odds... and seriously, 6strength is very powerful at first, but low at end game, especially with the ennemies having % combat promotions...
Command limit/range affinity would enter in concurrence with the other proposed Chislev trait that focuses more on the commanding aspect of the warchief.

let me think about it.
 
how about: this :

"For the Warleader, Warchiefs are mighty warriors that lead by example...."

lvl 1: give "withdrawal I", combat I to warchiefs. increase commander generation chances by 25%

Lvl 2: give combat II, "spirit mana affinity: 0.5first strike, 5%chance withdrawal" to warchiefs ; give "spirit guide" to all melee, warchief, disciple and mounted units. increase commander generation chances by 50%
Lvl 3 : give combat III, blitz and "spirit affinity 0.5strength, 5%heal after combat" to warchiefs; increase commander generation chances by 25% (total +100%).

(would you think it possible to have a %combat strength given by the number of minions you have (not as an affinity)) (like the bannor chain of command minions gives some cumulative promotions to their leaders)
 
how about: this :

"For the Warleader, Warchiefs are mighty warriors that lead by example...."

lvl 1: give "withdrawal I", combat I to warchiefs. increase commander generation chances by 25%

Lvl 2: give combat II, "spirit mana affinity: 0.5first strike, 5%chance withdrawal" to warchiefs ; give "spirit guide" to all melee, warchief, disciple and mounted units. increase commander generation chances by 50%
Lvl 3 : give combat III, blitz and "spirit affinity 0.5strength, 5%heal after combat" to warchiefs; increase commander generation chances by 25% (total +100%).

(would you think it possible to have a %combat strength given by the number of minions you have (not as an affinity)) (like the bannor chain of command minions gives some cumulative promotions to their leaders)

Should work. And yes; could have the commander give a promotion to minions, which turns around and gives a (stackable) +%str promotion to the commander.
 
Given the way they can manufacture Mist, that might be a bit strong.

My idea behind this one was a builder strat I used to enjoy with old Jotnar with City Radius of 1. Using the hill spell and Jotnar Windmills made the smaller cities still equal on production with cities of bigger size. I figure that fitted pretty well with the "Stay out of it and just build" mentality the Sidar seem to have.
 
For Hannah, Gold during peace. For Verocchio, Science.

The Risen Emperor
Awakened
  • -25% xp costs, Arcane units gain Twisted I, Korinna gains Virago if Red and Beldam if Black.
    • Twisted I: +20% attack strength, 10% spell penetration, .25 passive XP gain.
    • Virago: +.5 strength, +10% healing, and +1 first strike from Life mana affinity.
    • Beldam: +.5 strength, +.5 sight range, and +5% combat healing from Death mana affinity.
  • +3 :) per city, +5% :science:, :gold:, :hammers:, doubled Haunted Lands spread.
  • Arcane units gain Ambition and Twisted II. Korinna gains Bright Lands Princess (all versions).
    • Twisted II: +30% attack strength, 10% spell penetration, .25 passive XP gain.
    • Bright Lands Princess: .5 strength Life and Death mana affinity.

Ophelia Rosenthal
Haunted Strategist
  • +50% Great Commander rate, all units gain Tactics I and Drill I, skeletons have the Melee type and Combat I.
  • +50% Great Commander rate, +25% military production, -25% upgrade costs, skeletons start with Cannibalize and Armored.
  • +50% Great Commander rate, skeletons start with Wicked, Great Commanders gain Through Hell.
    • +25% withdrawal chance, +1 command limit, +2 command range, +100% XP gained through minions, grants minion units Tactics of the Damned.
      • +50% strength, +25% chance to resist spells, +10% withdrawal chance.

Ophelia's Deathtouched variance makes Skeletons a little more useful and also provides the very potent Necromancer promotion, as well as free Death 1. Scion Arcane Units already gain Necromancer, though, so I dropped the Arcane connotations and went for potent skeletons. I imagine Ophelia might view them as something from Hell that she can control and manipulate and send to die over and over again, providing a sort of catharsis. Time in Ceridwen's vault can justify practically anything (and has), calling more dangerous and militarized skeletons seems within purview. Also works with her theme of nontraditional warfare; where Korinna might focus on the Melee line, Ophelia seeks out unorthodox methods of warfare.
 
Cassiel
LvL 1: -25% xp to level
LvL 2: Triple :gp: bonus from buildings (total roughly +70%)
Double corruption reduction from buildings (and mana)
+1 :) from Great Persons
LvL 3: Whenever a great person is born a second great person of that same type is born

Points from leveling units (with adventurer?), Great People, Owning Law mana

Varn
LvL 1: -10 xp to level, Mobility I and Potency to disciple units
LvL 2: +.25 :health: to beduin sits -> .5 :health: from beduin villages
+1 :) per sun mana
LvL3: +1xp per sun mana to Disciple units
Disciple units gain the Strong promotion.

Points from leveling Disciple units, Training Disciple units, Owning Sun mana
 
I gonna try myself to Decius : the Usurper.

Lvl1 : The Upstart
As an upstart leader, Decius does not have the support base all other leader naturally have. He has to concentrate on his Capital, lavishingly spending gold :)commerce:) in bribes to the notables and in events for the populace to ensure that he will be obeyed and followed.
A side effect is to improve culture in all cities.Further, as the citizen of the administrative capitals get a bigger share of this stipend, they are happier and work harder.

+25% maintenance with distance to palace
-10% :commerce:
+1 :culture: in every cities
+10% :culture:
governement centers (Palace, winter palace, summer palace) gets +1 :), -25% maintenance, +10% :hammers:


Lvl2: The Usurper
As an usurper, Decius obtained the exclusive adoration from the army and army commanders.
He can thus extend his reach upon the cities through the use of the army:

All commanders gain spirit II.
Decius gains a Commander with the title "the Right Hand" with Combat I, Combat II, creation I (growth) and bodyI (haste) Chaos I (dancing blade), 10xp. (and Spirit II as all commanders gain spirit II ; the right hand is a versatile support unit, extension of Decius, able to either help with the management of cities, or either to be on the border, taking a direct control on units working with him)

+2xp to each unit; archery units get City guard
city guard: + 10% city defense, guardsman mechanism, +1 :) in city (cumulative), reduces the maintenance in the city by a 5% (cumulative)
thus, each archery unit defends better, and improve city by creating more happies (1 per archer unit) and reducing maintenance (5% per archer). (if the last two items are not possible they may be replaced by : -25 maintenance from distance to palace : total =0 and +1:) per military unit in city)

+10% :gold: (as the military police imposes a better control of the crime and corruption).
Dungeon gives a -10% crime in city.

Lvl3: The Savior (as : The Savior of the Malakim... The Savior of the Calabim...Etc)
Decius' sweet tongue, his deft use of military police, his ability to defend the country and lead it conquered the heart of the civ. The Population is united behing him and is more efficient for it.

All commanders get XXX (any spell/ability that might improve :health: in a city)
Decius gains a Commander with the title "the Left Hand" with Mind I & II, (inspiration and charm), 10xp. (plus Spirit II and XXX)

+10% :commerce: (total=0) (no more need to bribe people)
-25% maintenance with distance to palace (total =0%, or -25%, depending on how lvl 2 is done) (no more need to bribe people)

Reduce Anarchy to a maximum of 2 turns. (people follow him, even in is mutiples attempts to change constitution)
Every unit gets homeland (the promotion that helps improve strength in cultural borders) (The army is helped by the citizen and are more patriotic)
Courthouse (and Palaces) give a free morale promotion to units in city (as a reminder of their oath to Decius.)
+20% :culture: (total +30%) (people are more creative)
+20% :science: (people are more creative)

Points gained
Capturing cities (50 pts)/razing a city (20pts)
Defeating a player (200 pts)
Vassal : 300 (when becomes a vassal) + 5 per turn per vassal (if possible) (and if different from "defeating him/her"; if it is already counted as defeating the player, becoming vassal only give 100 and still +5/turn/vassal)
building courthouse (20), Jail (dungeon)(20), walls(20), archery-themes buildings(20).
killing units in borders (2)
Excess Health (1 per excess health per city per turn)
Training archery units (5)

(estimation: with 5 cities with all necessary buildings : 600 pts : you'll need to kill a civ (at least 220 pts if it has only a capital and you raze it), plus 36 archers; or killing 90 units inside borders (not easy); I don't know how the excess health will play into this but it should ease the burden a bit. (same for razing the numerous annoying barb cities)

It is a not so easy way to gain points; but not impossible (so balanced?), and maybe a bit hard in OCC.
However, getting the third level might be harder.. as the building will already be built, and excess health will be rare for the bigger cities. you'll need new small cities and many archers. However you might have the tech to get vassals.. and thus may compensate for this.

Or if you think it too easy, feel free to reduce the numbers

Edit: I assumed it is possible to gift a unit at the moment the change in lvl happens... if not, remove the right hand and left hand, they are mainly here for fluff...
 
My idea behind this one was a builder strat I used to enjoy with old Jotnar with City Radius of 1. Using the hill spell and Jotnar Windmills made the smaller cities still equal on production with cities of bigger size. I figure that fitted pretty well with the "Stay out of it and just build" mentality the Sidar seem to have.

I like the small cities mechanic as well (and indeed, the Goblins were meant to use it when we implemented them), but being able to increase yield on something that entirely surrounds the city is a bit much. Maybe if mist was changed from such an impervious shield to something that just decreased enemy defense; That might happen anyway.

For Hannah, Gold during peace. For Verocchio, Science.

That will work.

The Risen Emperor
Awakened
  • -25% xp costs, Arcane units gain Twisted I, Korinna gains Virago if Red and Beldam if Black.
    • Twisted I: +20% attack strength, 10% spell penetration, .25 passive XP gain.
    • Virago: +.5 strength, +10% healing, and +1 first strike from Life mana affinity.
    • Beldam: +.5 strength, +.5 sight range, and +5% combat healing from Death mana affinity.
  • +3 :) per city, +5% :science:, :gold:, :hammers:, doubled Haunted Lands spread.
  • Arcane units gain Ambition and Twisted II. Korinna gains Bright Lands Princess (all versions).
    • Twisted II: +30% attack strength, 10% spell penetration, .25 passive XP gain.
    • Bright Lands Princess: .5 strength Life and Death mana affinity.

This should all be possible. HL spread will require python, but that's because that entire function is in python.

Ophelia Rosenthal
Haunted Strategist
  • +50% Great Commander rate, all units gain Tactics I and Drill I, skeletons have the Melee type and Combat I.
  • +50% Great Commander rate, +25% military production, -25% upgrade costs, skeletons start with Cannibalize and Armored.
  • +50% Great Commander rate, skeletons start with Wicked, Great Commanders gain Through Hell.
    • +25% withdrawal chance, +1 command limit, +2 command range, +100% XP gained through minions, grants minion units Tactics of the Damned.
      • +50% strength, +25% chance to resist spells, +10% withdrawal chance.

Ophelia's Deathtouched variance makes Skeletons a little more useful and also provides the very potent Necromancer promotion, as well as free Death 1. Scion Arcane Units already gain Necromancer, though, so I dropped the Arcane connotations and went for potent skeletons. I imagine Ophelia might view them as something from Hell that she can control and manipulate and send to die over and over again, providing a sort of catharsis. Time in Ceridwen's vault can justify practically anything (and has), calling more dangerous and militarized skeletons seems within purview. Also works with her theme of nontraditional warfare; where Korinna might focus on the Melee line, Ophelia seeks out unorthodox methods of warfare.

And this one I like. :goodjob:

Cassiel
LvL 1: -25% xp to level
LvL 2: Triple :gp: bonus from buildings (total roughly +70%)
Double corruption reduction from buildings (and mana)
+1 :) from Great Persons
LvL 3: Whenever a great person is born a second great person of that same type is born

Points from leveling units (with adventurer?), Great People, Owning Law mana

This one is impossible in two different ways; We cannot manipulate :gp: rate from buildings (just :gp: rate overall), and cannot manipulate maintenance from buildings, so lvl2 needs to be redone.

However, if need be we can add secondary buildings (Addons) via python, so it's something that can be worked around.

Varn
LvL 1: -10 xp to level, Mobility I and Potency to disciple units
LvL 2: +.25 :health: to beduin sits -> .5 :health: from beduin villages
+1 :) per sun mana
LvL3: +1xp per sun mana to Disciple units
Disciple units gain the Strong promotion.

Points from leveling Disciple units, Training Disciple units, Owning Sun mana

Don't believe this one works either; Again, the lvl2 trait. Don't believe I can add health to improvements based on a trait. This one we can't work around, either, short of giving him an entirely different improvement line.

I gonna try myself to Decius : the Usurper.

Lvl1 : The Upstart
As an upstart leader, Decius does not have the support base all other leader naturally have. He has to concentrate on his Capital, lavishingly spending gold :)commerce:) in bribes to the notables and in events for the populace to ensure that he will be obeyed and followed.
A side effect is to improve culture in all cities.Further, as the citizen of the administrative capitals get a bigger share of this stipend, they are happier and work harder.

+25% maintenance with distance to palace
-10% :commerce:
+1 :culture: in every cities
+10% :culture:
governement centers (Palace, winter palace, summer palace) gets +1 :), -25% maintenance, +10% :hammers:


Lvl2: The Usurper
As an usurper, Decius obtained the exclusive adoration from the army and army commanders.
He can thus extend his reach upon the cities through the use of the army:

All commanders gain spirit II.
Decius gains a Commander with the title "the Right Hand" with Combat I, Combat II, creation I (growth) and bodyI (haste) Chaos I (dancing blade), 10xp. (and Spirit II as all commanders gain spirit II ; the right hand is a versatile support unit, extension of Decius, able to either help with the management of cities, or either to be on the border, taking a direct control on units working with him)

+2xp to each unit; archery units get City guard
city guard: + 10% city defense, guardsman mechanism, +1 :) in city (cumulative), reduces the maintenance in the city by a 5% (cumulative)
thus, each archery unit defends better, and improve city by creating more happies (1 per archer unit) and reducing maintenance (5% per archer). (if the last two items are not possible they may be replaced by : -25 maintenance from distance to palace : total =0 and +1:) per military unit in city)

+10% :gold: (as the military police imposes a better control of the crime and corruption).
Dungeon gives a -10% crime in city.

Lvl3: The Savior (as : The Savior of the Malakim... The Savior of the Calabim...Etc)
Decius' sweet tongue, his deft use of military police, his ability to defend the country and lead it conquered the heart of the civ. The Population is united behing him and is more efficient for it.

All commanders get XXX (any spell/ability that might improve :health: in a city)
Decius gains a Commander with the title "the Left Hand" with Mind I & II, (inspiration and charm), 10xp. (plus Spirit II and XXX)

+10% :commerce: (total=0) (no more need to bribe people)
-25% maintenance with distance to palace (total =0%, or -25%, depending on how lvl 2 is done) (no more need to bribe people)

Reduce Anarchy to a maximum of 2 turns. (people follow him, even in is mutiples attempts to change constitution)
Every unit gets homeland (the promotion that helps improve strength in cultural borders) (The army is helped by the citizen and are more patriotic)
Courthouse (and Palaces) give a free morale promotion to units in city (as a reminder of their oath to Decius.)
+20% :culture: (total +30%) (people are more creative)
+20% :science: (people are more creative)

Points gained
Capturing cities (50 pts)/razing a city (20pts)
Defeating a player (200 pts)
Vassal : 300 (when becomes a vassal) + 5 per turn per vassal (if possible) (and if different from "defeating him/her"; if it is already counted as defeating the player, becoming vassal only give 100 and still +5/turn/vassal)
building courthouse (20), Jail (dungeon)(20), walls(20), archery-themes buildings(20).
killing units in borders (2)
Excess Health (1 per excess health per city per turn)
Training archery units (5)

(estimation: with 5 cities with all necessary buildings : 600 pts : you'll need to kill a civ (at least 220 pts if it has only a capital and you raze it), plus 36 archers; or killing 90 units inside borders (not easy); I don't know how the excess health will play into this but it should ease the burden a bit. (same for razing the numerous annoying barb cities)

It is a not so easy way to gain points; but not impossible (so balanced?), and maybe a bit hard in OCC.
However, getting the third level might be harder.. as the building will already be built, and excess health will be rare for the bigger cities. you'll need new small cities and many archers. However you might have the tech to get vassals.. and thus may compensate for this.

Or if you think it too easy, feel free to reduce the numbers

Edit: I assumed it is possible to gift a unit at the moment the change in lvl happens... if not, remove the right hand and left hand, they are mainly here for fluff...

I don't believe distance from capital maintenance is exposed to traits. Most other things should work, even the archer promotion idea; However, that one may be unbalanced. Then again, a civic does the same thing. :lol:

I do like the way the flaws of the trait are slowly removed as it's leveled up; Good design. Just to make sure: It's meant to reduce commerce by 10%, correct? That's the symbol you used, but a "bribe" would more imply gold.




Also: The number of traits that are using things we don't have has me tempted to port over tags from civics to traits, like the original plan. I didn't really want to do more DLL work, but... Seems worth it.
 
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?
 
I do like the way the flaws of the trait are slowly removed as it's leveled up; Good design. Just to make sure: It's meant to reduce commerce by 10%, correct? That's the symbol you used, but a "bribe" would more imply gold.
well yes, I meant commerce. I know bribe should be gold, but really, who goes for a lot of gold in the first quarter of the game ? (if I put gold reduction, it wouldn't really be a noticeable flaw)
 
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
 
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?
 
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.
 
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?
 
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