Originally posted by Shyrramar
@Judgement and Blasphemous
First of all I ment by my earlier post that it would be VERY hard to switch your trait. And by very hard, I mean very hard.
I agree, this would be essential if trait-switching was implemented.
With all civs having always two traits, there would be no actual "bonus" for doing well, but only traits as they are now determined by your playing style. Judgement note this!
Noted! Except I disagree a bit. Even if the other civs have just as many traits as you do, having your trait change to suit what you're currently attempting to do can be considered a bonus, or at least considered a reward for succeeding. If I'm successful at building lots and lots of barracks, I will already be able to build a pretty powerful military force - I don't see much need to make it even easier! Since civs with lots of barracks produce more veteran units than civs with few barracks, they are naturally better at war, so why make them artificially better at war as well? Likewise, civs with lots of marketplaces and banks already get a lot more income compared to civs that have few of those improvements. If you give someone a commercial trait just because they built a lot of those things, then they get an
additional ("bonus") benefit from having done so.
My point is, the game is already full of rewards for each type of behavior. Why give additional, artificial rewards? It adds realism, yes, but does it really add much to gameplay?
...I would want to it be more linked to the way you play, not what you can achieve. Getting the Map Making first does not make you scientific - just lucky or a good player

. Building many libraries would give the message that you prefer to be scientific.
I understand what you're saying here, but I still don't really see the need for it. If you build many libraries, you already get lots of extra science from them - why exagerate this effect? Each different way you can choose to play has different results already... building lots of libraries is a way to get ahead scientifically. Giving a scientific trait to someone who likes to build a lot of libraries doesn't change that, it just puts them
even further ahead scientifically. You could achieve the same thing without a trait system just by making libraries more powerful, or by making each new library add a slightly
greater benefit that the last. (I'm not in favor of that, by the way, I'm just saying that traits based on your play style don't seem to add much).
What comes to your concern about the function of traits to begin with, judgment, I understand your concerns. But I believe that the trait-system is whole lot better than the system without them. In Civ2 your fleet was as effective as the fleet of your enemy, even though you have ruled the seas always and they just happened to amass a great armada to overthrow you.
Yes, but history is full of examples of some upstart overturning the status quo. Carthage was the dominant sea power in the mediterranean world, until Rome (who would
not be described as a seafaring civ) built up their own fleet and started stealing the show from Carthage. Likewise, Spain was a major sea power, but along came England and her allies and defeated the Spanish Armada. Having a tradition of power in one area doesn't necessarily lock in your advantage in that area for the future.
Now with this point-system you would be in the same situation with Civ2, but you would benefit for having traditions in something. A warlike civ is usually better in warfare than a not-warlike civ - even though they might have the same number of units. The temperament of your citizens have a decisive meaning.
Yes, I agree with this point, and that is why I never said I'm against the idea of traits (or even against being able to change them), just that I have concerns about how its implemented. But its important to realize that what you call "tradition" and I called "momentum" would become one of the main functions of traits if the system described here was implemented, and that's a fundamentally different function then in Civ 3, where they make your pre-game choice of a tribe have permanent consequences. And, as I stated earlier in this post, one of my main concerns is that there's already quite a bit of momentum/tradition generated by the fact that barracks give you veteran military units, libraries increase your science, etc., so I'm not too sure about the need to give even
more momentum by letting barracks give you a militaristic trait, libraries give you a scientific one, etc.
You could take away the traits and return to earlier civs, but I see that as unnecessary. The trait-system has worked pretty well and would continue to work pretty well with these little customizations. And can't you actually turn off "Civ-specific abilities" in Civ3 - or does that turn only UUs off? I have never tried it.
Except I don't see this as "little customizations" - I see it as a change to the very function of traits. In Civ 3, they make picking one civ different from picking another, but the changes being proposed here eliminate that and instead make it so that
any civ you pick will alter their traits to suit your playing style. I don't really want to take away traits, I agree they work pretty well, but allowing any civ to have any trait would be a pretty major change IMHO, so I'm not sure we can
assume it will continue to work well. Careful thought (and playtesting) would be required.
The difference would simply be that you could choose whatever civ you liked even though you didn't like their "traditional" traits.
Exactly! And that's a pretty big change - making the civ-picking in the pre-game much more like it was in Civ 1 and 2. Its not necessarily a bad idea, but it removes an interesting element from the pre-game: the element of trying to pick a civ based on what traits they have. Currently, if you try playing different games with different civs, it encourages you to try different playing styles. If any civ could develop any trait, then players could always play by their favorite style, and just have different graphics (leaderhead, etc.) in different games.
Is that a terrible thing? Maybe not. If I really want to play as the Greeks but to be militaristic and religious, maybe I should be able to. But in that case "Greek" would just mean Greek graphics and UU - why wouldn't I just be Japanese (who are normal mil. and rel.)? Just cause I like the Hoplite better than the Samurai? Or I like the historic Greek civ more than historic Japan, and I like the name "Alexander"? The current system gives you important things to think about when picking a civ - if traits respond to your play style, it removes this element.
As I see it, there are two advantages to a system of changeable traits: (1) its a little more "realistic" since it adds "tradition" (and I don't see this as a very important advantage) and (2) it lets you tailor your playing style to the situation (terrain, neighbors, etc) that you find yourself in, without worrying that you're going against your civ's permanently assigned strengths. To me, #2 is why I'm willing to consider this whole idea. It just doesn't make any sense to be a seafaring civ if you find yourself in the middle of a big continent, or to be a scientific civ if you find yourself behind your neighbors in tech and decide to trade it all from them rather than researching it yourself. I'm sure there are numerous situations in which a player says "I wish my civ had different traits, the ones I have aren't very useful in this game," and changeable traits would address this issue.
What about a simple scheme where when you get your golden age you get to pick your traits? This would balance the complaint that civs with early golden ages being at a disadvantage: now, they'd have their trait-related advantages for more of the game. If that was too powerful (too
much advantage in an early GA) you could make certain traits unavailable until certain techs are discovered (Industrialization allows Industrious trait, for example?). That way, civs that had later golden ages would have a bigger menu to pick from. Using this scheme, you could pick your civ's traits to suit the situation you found yourself in any particular game, since you'd hopefully know that situation well by the time you had a GA. And it would make a certain amount of sense: civs don't usually get famous for a particular aspect until they've reached their peak - in other words, the traits assigned in Civ 3 are typically those the civ had
during its golden age. This would be somewhat similar to Blasphemous' idea, except with the simplification that you could simply pick the trait you want (whenever you had your standard GA) rather than have specific traits tied to specific types of GAs, triggered by specific actions.