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? 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
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.
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