Extra Traits for C2C

I really didn't mean for it to come out like that. But hey ill take it lol
Really don't want to pressure you, do them in your own time, any time over the next few months is fine by me.
 
Well... if I don't prioritize them like that, any time over the next few months might be too soon to expect anything ;) I'm just saying its in the top 10 tasks list but some of the 10 before it are going to be fairly time consuming (and work is taking more and more time every week! Not that that's a BAD thing but still... doesn't help to get much done here!)
 
Expansive -1 health, think I might trim a few free promotions and add some more +crime around the place. Think I will boost civic maintenance even higher generally too.
I think political trait might need a buff, I want to give it some double speed buildings. I want to give some of the negative traits some production penalties for buildings too to weaken them a bit.
Thoughts?

Oh and @StrategyOnly: Where is the Schemer trait?
 
Expansive -1 health, think I might trim a few free promotions and add some more +crime around the place. Think I will boost civic maintenance even higher generally too.
I think political trait might need a buff, I want to give it some double speed buildings. I want to give some of the negative traits some production penalties for buildings too to weaken them a bit.
Thoughts?

Oh and @StrategyOnly: Where is the Schemer trait?

So you're castrating the Expansionist Leader trait because a couple ppl feel threatened by a Leader(s) who actually tries to expand it's Empire? :rolleyes:

There's already enough crime without having to check every leader out in the civlopedia before you start a game.

What is up with this constant upping of the Civic Maintenance when this is supposed to be about Leader "traits"/characteristics?

This is getting to be too complicated and too far reaching.

I think maybe the real aim of all this isn't about making Leaders unique but more about using Leaders as a Means to adjust Costs (ie make less Gold/commerce in the mod).

I hope that's not the case. But it sure looks and feels that way.

JosEPh
 
I don't want to be the one dictating exclusively what the traits are, and have wanted feedback for a long time, but no-one has given any, these comments regarding expansionist are about all I have to work with.. Also expansionist originally had +2 :health: now its +4.
Regarding your crime comment, meh deal with it.
Regarding civic maintenance, its about dishing out negatives that actually have an impact on the game, having -$8 a turn extra from a high civic is f*ck all. Also keep in mind that Civic Maintenance scales with difficulty level so its a good negative to implement until the traits get more xml possibilities from Thunderbird.
 
Expansive -1 health, think I might trim a few free promotions and add some more +crime around the place. Think I will boost civic maintenance even higher generally too.
I think political trait might need a buff, I want to give it some double speed buildings. I want to give some of the negative traits some production penalties for buildings too to weaken them a bit.
Thoughts?

Oh and @StrategyOnly: Where is the Schemer trait? What or where did it go, was it there before?)

I think the Expansive Traits are ok, i didn't figure in some of the civic stuff,

One thing i do want, and you can make it whom you want, but i Need an Exp/Agriculture/(and whats the name of the one that has really good Production value?) /___ . . .
On the negative one(s) thats fine, as long as they also go by some of the founding buildings.
 
I think the Expansive Traits are ok, i didn't figure in some of the civic stuff,

One thing i do want, and you can make it whom you want, but i Need an Exp/Agriculture/(and whats the name of the one that has really good Production value?) /___ . . .
On the negative one(s) thats fine, as long as they also go by some of the founding buildings.

I don't know where it is, wherever you put it :lol:
Its not in the Civ4traitinfos.xml

If you want a exp/agri leader just change one :) I don't care about leaderheads, as long as there traits don't overlap, like two traits that give the same benefit/negative.
 
I think the Expansive Traits are ok, i didn't figure in some of the civic stuff,

One thing i do want, and you can make it whom you want, but i Need an Exp/Agriculture/(and whats the name of the one that has really good Production value?) /___ . . .
On the negative one(s) thats fine, as long as they also go by some of the founding buildings.

I don't know where it is, wherever you put it :lol:
Its not in the Civ4traitinfos.xml

If you want a exp/agri leader just change one :) I don't care about leaderheads, as long as there traits don't overlap, like two traits that give the same benefit/negative.


OK then lets put it out to everyone(that way everyone is informed), WHOM do you want these traits given to, ideas/suggestions. . . but then what is that 3rd traits, i am just guessing now, meds are kicking in so cant think too much . .??:crazyeye:
 
So what you're really trying to say is that you're reducing Expansive from +4 Health to +3 Health?
Or you're reducing it to +1 :yuck:? Which one?

As for "deal with it" on Crime, I thought that was Hydro's department?

As for Civic Maint. thru Leaders, did the original leader traits do this?

And I don't understand the rant "having -$8 a turn extra from a high civic is f*ck all.". Care to speak in plain English and not "trash talk"? I'd like to understand what you're trying to say. And I don't need to be subjected to "bad" language either.

JosEPh
 
So what you're really trying to say is that you're reducing Expansive from +4 Health to +3 Health?
Or you're reducing it to +1 :yuck:? Which one?

As for "deal with it" on Crime, I thought that was Hydro's department?

As for Civic Maint. thru Leaders, did the original leader traits do this?

And I don't understand the rant "having -$8 a turn extra from a high civic is f*ck all.". Care to speak in plain English and not "trash talk"? I'd like to understand what you're trying to say. And I don't need to be subjected to "bad" language either.

JosEPh

Joseph.
I mean -1:health:
Fuk all is aussie for not much.

The original traits didn't have a negative dimension.

PLEASE lets not get the moderators tee'd at us again, com'on you'll. Remember the main thing "Just Have Fun.";)
 
PLEASE lets not get the moderators tee'd at us again, com'on you'll. Remember the main thing "Just Have Fun.";)

Exactly, no need for anyone to swear, this is a friendly forum. @topic, I'd leave traits the way they are now until after the Freeze.
 
<snip> @topic, I'd leave traits the way they are now until after the Freeze.

But they are OP on the Crime side. See AIAndy's post to confirm.

JosEPh
 
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