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?

now its +4.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 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
Its not in the Civ4traitinfos.xml
If you want a exp/agri leader just change oneI don't care about leaderheads, as long as there traits don't overlap, like two traits that give the same benefit/negative.

? Which one?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? 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
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."![]()
<snip> @topic, I'd leave traits the way they are now until after the Freeze.
The strength of the crime sources that some traits have are somewhat on the excessive side and I think they should be weakened.
Check my longer explanation here:
http://forums.civfanatics.com/showpost.php?p=11951146&postcount=173