Anyway, Dynamic Traits then? would you start out with any traits at all? How would we measure that a player was aggressive, what standards do we use to measure against?
I will give it a try and will work further on it if it's something that can be made, and if other than me are interresting in it of course:
Dynamic traits
All player will start with the traits from them chosen leader after all we all are born with some quality? But traits will be dynamically changed through the game.
Traits will have to have some weight, to be measure to each other in order to decide what traits fit for the way the player is playing.
As a short example I will say a player building large Army especially unit gaining benefit from Aggressive Traits, and razing enemy city (include barbarian), will increase considerably the weight for “AGGRESSIVE”. As well if a player builds a big amount of farm but neglect cottage, the traits agricultural will see his weight grow.
Traits should not change every time one get heavier than another, but maybe every xx Years* the 2 (or 3 ?) traits with the biggest weight should be granted to the player.
The first trait must be the one with most weight, but second and maybe third must have a minimum weight to be granted.
*(I will prefer years in front of turn but if that is not possible turn will be fine, but it will have to be adjusted from era to era.)
The weight should be between 0 and 100, it will make it easier for coder if they want to use % I guess and it leave place.
The Traits and their Weight gain:
- Aggressive:
1 for each 10 unit in category melee, gunpowder, hi-tech, assault mech.
1 for discovery of Bonze working, Iron working, civil service, machinery, gunpowder, chemistry, rifling, steel assembly line (2 if first to discover).
1 if build of Barracks, dry-dock, stable.
2 if build of Heroic epic, West point, Red Cross, pentagon, Statue of Zeus.
1 if civic vassalage, theocracy, nationhood, police state, state property
2 per razed enemy city
- Agricultural:
1 per farm.
1 per worker
1 per building with food bonus.
1 if discovery of Agriculture, Agricultural tools, agricultural engineering, animal husbandry, aquaculture, biology, calendar, crop rotation, ecology, ecological
engineering, fermentation, fishing, hunting, (2 if first to discover)
- Charismatic:
1 per happy face (max 10).
1 for discovery of Mysticism, agriculture, animal husbandry, radio, mass media, (2 if first to discover)
1 for building of monument, barracks, stable, dry-dock, broadcast tower.
2 for Building of Stonehenge, heroic epic, west point, Eiffel tower, pentagon.
1 if civic vassalage, theocracy
Oh, I absolutely love this concept. I'm going to post some ideas on how each trait could be measured. Whether it's actually feasible to calculate my ideas is something else entirely, but I'm going to post them anyway.
Philisophical: If I were to measure this, I'd probably be looking at a focus on acquiring Great People points, through Wonders and specialists. Plus, merely having Great People and many Great Specialists.
Aggressive: This could be measured by having a lot of units in general. If one could determine whether they're offensive units is another story. Some examples of offensive units could be modern tanks or ancient siege weapons. Not to mention you being a conqueror would undoubtedly be a factor in this trait.
Spiritual: A distinct focus on religion. Perhaps having multiple religions or making a ton of religious buildings/wonders, that sort of thing.
Expansive: A focus on healthiness. Making a lot of buildings based around health. Maybe even terraforming away floodplains and jungles in the extreme late game.
Industrious: A clear focus on production. Production-based improvements being built around cities, not to mention buildings such as Forges and Factories.
Creative: A clear focus on culture. Having your cities create many culturally-based buildings and wonders. And having many cities with an already high cultural rating. Every city above level 3 or 4 perhaps?
Financial: A clear focus on the economy. There are tons of things that could influence this. Civics that endorse an increase of funds, making a bunch of cottrages, villages, that sort, economy-based buildings and probably more concepts.
Organized: This is a tougher one to regulate. Perhaps being enthusiastic with your civics, changing many times, and often? Perhaps maintenance-reducing buildings such as the Courthouse, as well.
Charismatic: Making many buildings and wonders that make your citizens happy, and being a generally happier nation than average. Perhaps having several vassals that follow you, too. Any type of concept that inspires the people, domestic and foreign. Low war weariness could also be a factor.
Protective: Having many defensive units such the Longbowman or the Mech. Infantry. Anything involving the protection of your cities, including having cities having high defensive ratings, perhaps cities with at least a 75% defensive rating?
Imperialist: Having a lot of cities, by using a lot of settlers and/or conquest. Perhaps using a lot of Recon units to expose the map quicker, too.
Nomad: Perhaps having a lot of mounted or wheeled units, anything that moves quicker than your standard infantry units. Kind of hard to expand on this one.
Agricultural: Emphasis on growth. Many farms and agricultural buildings, such as the granary and cannery.
Seafaring: Having a lot of sea-based units. An emphasis on many sea-based buildings such as the lighthouse and shipyards. Also having many sea-based improvements. And rivers. Anything that involves rivers, including Marines.
Deceiver: The heavy use of spies and their respective buildings. The success of your spies could assist in classifying this trait as well. And perhaps a shrewd foreign policy, such as breaking treaties and embagoing nations.
Scientific: Anything that further science. Wonders, buildings, even having a lot of Great Scientist specialists. In fact, many specialists should go along with most of these traits. I'm not going to go back and fix that now.
Humanitarian: Having a favorable foreign policy. Giving many gifts, honoring military alliances. Basically, seeing a lot more green than red in their leader's pop-up display. I know of some notable random events that could definitely play a role with this trait as well.
Well, that's all of them laid out generically for you. Please proceed to bash and/or endorse my ideas. It's 2:30 AM, and I'll look forward to seeing any responses to this when I wake up later in the morning.
Flexible Traits sounds like a brilliant idea. Wouldn't it require insane amounts of coding though?
BTW engine supports 3 (or higher) traits?
I don't know what would be realistic when it come to how often the traits should be re-evaluate, my logique tells me every 50 years (every 2nd generation), but my reason tells me it will maybe not be very good for the game play.
To be able to change leader or traits as we want anytime, I don't think it is very fairplay, I will not call it cheat if everyone can do it (both Human in MP and AI), but a bit to easy.