Extra Traits for C2C

@Thunderbrd

If you select BOTH "No Negative Traits" AND "Pure Traits" will you end up with only "Pure Positive Traits"?
Yes :D
<iRevIdxLocal> + = good
<iRevIdxNational> + = good
<iRevIdxHolyCityGood> + = good
<iRevIdxHolyCityBad> + = bad
<fRevIdxNationalityMod> + = good
<fRevIdxBadReligionMod> + =bad (works as a percentage, so .5 = 50%)
<fRevIdxGoodReligionMod> + = good (works as a percentage so .5 = 50%)
<iRevIdxDistanceModifier> don't know about this.

Thats my understanding anyway.

* RevDCM Specific Code Proposals
http://forums.civfanatics.com/showthread.php?t=328664
It could be in this thread - the definitive answer that is.
Hmm... ok, glad I brought it up then. I'll take a look at that thread to be sure of course but thanks for the headsup anyhow ;)
 
We WERE going to boost the Aggressive promotion to +20% Attack +10% Defense... So if that's sufficient, I guess its over to ls612 to update.

Wait, we can do this now? Which tag is that?

Also, I'd really like for Agricultural to stay how it is now, the +1 :food: to ALL tiles producing food really makes it useful and different, before it was +1 only to tiles making a certain amount of food output.
 
ls612 said:
Wait, we can do this now? Which tag is that?
For UnitInfos:
iAttackCombatModifier
iDefenseCombatModifier

and for PromotionInfos:
iAttackCombatModifierChange
iDefenseCombatModifierChange

Check out the schema for the proper order.
 
thx again for the tags etc thunderbrd, imma work on traits now and test it out etc. Ill post an update in a few hours.
 
Your Welcome :D

So, you understand how to look into the schema to see the proper order for tags right? And is that enough to understand how to use the bImpure tags as discussed above for declaring the trait's promo and property manipulators as being in violation of the pure traits option?
 
Sorry for jumping on the train late, maybe to late, so the new changes may already be implemented, but:

I see a lot of modifiers on Scientists and Priests, but none on Engineers. How about these:
INDUSTRIOUS: Engineer +1 :science:
PROTECTIVE: Engineer +1 :hammers:
 
Ok just spent a good couple of hours then, made lots of changes and managed to load my file and look in the pedia at them :)

Lots of stuff is missing in the pedia tho. Also some of what's in there is really weirdly worded or wrongly described.

Got to run for now ill go into more detail a bit later and list properly the changes that I made.

Oh and thunderbrd - can you point me to the schema again, I can't remember where the file is.
-Also I need to talk to you about a lot of these modifiers because they show up in the pedia weirdly, for example "+20% modifier to the reduction of worker speed" or something like that. That's just an example, there are lots of different ones. It is confusing to know whether its a benefit or a negative in lots of cases, also this could pose problems with your limitation thingy about pos/neg. Maybe we can talk on skype or something, or windows live messenger or is that chat thingy for c2c still working?
Anyway, I might come on later (couple of hours time) if not i'd say 12-16 hours from now, to finalise this list that I have up and to start working your feedback/changes and others > into a working version. Finalise everything on sunday (US) and push to svn then/that night, or the following day.

Adios
 
I did check to make sure they were all showing in the pedia but I'm sure there could be some rewording and there could be a few cases as to why some may not show up. Nearly all of them are worded exactly as they would be in the civics or in the buildings the tags were cloned from.

I'd be very happy to work with you on msn messenger tomorrow. Going to bed now (its very late here) but I'll pm you in the morning on how to contact me via msn. I'm sure we've got a few things to go over and I'll have a few things to edit. ;) I was hoping you'd be able to more thoroughly test the actual effects of the tags - I did test them but its always possible there could be some tweaks necessary still. It WAS a lot of tags!

The schema is in the same file as the TraitsInfos file (C2C_CIV4CivilizationsSchema). To refer to the tags on a given info file inside the schema, you simply look for a line like this one (which is the one you're looking for in this case):
<ElementType name="TraitInfo" content="eltOnly">

All the tags are then listed underneath:
Spoiler :
Code:
	<ElementType name="TraitInfo" content="eltOnly">
		<element type="Type"/>
<!-- XMLCOPY				02/20/2008			MRGENIE		-->
		<element type="bTypeDependency" minOccurs="0"/>
		<element type="AndDependencyTypes" minOccurs="0"/>
		<element type="OrDependencyTypes" minOccurs="0"/>
<!-- XMLCOPY				END					MRGENIE		-->
		<element type="Description" minOccurs="0"/>
		<element type="ShortDescription" minOccurs="0"/>
		<element type="Help" minOccurs="0"/>
[COLOR="Red"]		<!-- TB Traits Options tag(s) begin -->
		<element type="bNegativeTrait" minOccurs="0"/>
		<element type="bImpurePromotions" minOccurs="0"/>
		<element type="bImpurePropertyManipulators" minOccurs="0"/>
		<!-- TB Traits Options tag(s) end -->[/COLOR]
		<element type="iHealth" minOccurs="0"/>
		<element type="iHappiness" minOccurs="0"/>
		<element type="iMaxAnarchy" minOccurs="0"/>
		<element type="iUpkeepModifier" minOccurs="0"/>
		<element type="iLevelExperienceModifier" minOccurs="0"/>
		<element type="iGreatPeopleRateModifier" minOccurs="0"/>
		<element type="iGreatGeneralRateModifier" minOccurs="0"/>
		<element type="iDomesticGreatGeneralRateModifier" minOccurs="0"/>
		<element type="iMaxGlobalBuildingProductionModifier" minOccurs="0"/>
		<element type="iMaxTeamBuildingProductionModifier" minOccurs="0"/>
		<element type="iMaxPlayerBuildingProductionModifier" minOccurs="0"/>
		<!-- Phungus Rev Trait Effects -->
		<element type="iRevIdxLocal" minOccurs="0"/>
		<element type="iRevIdxNational" minOccurs="0"/>
		<element type="iRevIdxDistanceModifier" minOccurs="0"/>
		<element type="iRevIdxHolyCityGood" minOccurs="0"/>
		<element type="iRevIdxHolyCityBad" minOccurs="0"/>
		<element type="fRevIdxNationalityMod" minOccurs="0"/>
		<element type="fRevIdxBadReligionMod" minOccurs="0"/>
		<element type="fRevIdxGoodReligionMod" minOccurs="0"/>
		<element type="bNonStateReligionCommerce" minOccurs="0"/>
		<element type="bUpgradeAnywhere" minOccurs="0"/>
		<!-- End Phungus Traits -->
		<element type="ExtraYieldThresholds" minOccurs="0"/>
		<element type="TradeYieldModifiers" minOccurs="0"/>
		<element type="CommerceChanges" minOccurs="0"/>
		<element type="CommerceModifiers" minOccurs="0"/>
		<element type="FreePromotions" minOccurs="0"/>
		<element type="FreePromotionUnitCombats" minOccurs="0"/>
[COLOR="Red"]		<!-- TB Trait Tags begin -->
		<element type="ImprovementUpgradeModifierTypes" minOccurs="0"/>
		<element type="BuildWorkerSpeedModifierTypes" minOccurs="0"/>
		<element type="YieldChanges" minOccurs="0"/>
		<element type="SpecialistExtraYields" minOccurs="0"/>
		<element type="SpecialistYieldChanges" minOccurs="0"/>
		<element type="YieldModifiers" minOccurs="0"/>
		<element type="CapitalYieldModifiers" minOccurs="0"/>
		<element type="SpecialistCommerceChanges" minOccurs="0"/>
		<element type="CapitalCommerceModifiers" minOccurs="0"/>
		<element type="SpecialistExtraCommerces" minOccurs="0"/>
		<element type="iWarWearinessAccumulationModifier" minOccurs="0"/>
		<element type="iCivicAnarchyTimeModifier" minOccurs="0"/>
		<element type="iReligiousAnarchyTimeModifier" minOccurs="0"/>
		<element type="iImprovementUpgradeRateModifier" minOccurs="0"/>
		<element type="iWorkerSpeedModifier" minOccurs="0"/>
		<element type="iMaxConscript" minOccurs="0"/>
		<element type="iDistanceMaintenanceModifier" minOccurs="0"/>
		<element type="iNumCitiesMaintenanceModifier" minOccurs="0"/>
		<element type="iCorporationMaintenanceModifier" minOccurs="0"/>
		<element type="iStateReligionGreatPeopleRateModifier" minOccurs="0"/>
		<element type="iFreeExperience" minOccurs="0"/>
		<element type="iBaseFreeUnits" minOccurs="0"/>
		<element type="iBaseFreeMilitaryUnits" minOccurs="0"/>
		<element type="iFreeUnitsPopulationPercent" minOccurs="0"/>
		<element type="iFreeMilitaryUnitsPopulationPercent" minOccurs="0"/>
		<element type="iGoldPerUnit" minOccurs="0"/>
		<element type="iGoldPerMilitaryUnit" minOccurs="0"/>
		<element type="iHappyPerMilitaryUnit" minOccurs="0"/>
		<element type="iLargestCityHappiness" minOccurs="0"/>
		<element type="iFreeSpecialist" minOccurs="0"/>
		<element type="iTradeRoutes" minOccurs="0"/>
		<element type="iStateReligionHappiness" minOccurs="0"/>
		<element type="iNonStateReligionHappiness" minOccurs="0"/>
		<element type="iStateReligionUnitProductionModifier" minOccurs="0"/>
		<element type="iStateReligionBuildingProductionModifier" minOccurs="0"/>
		<element type="iStateReligionFreeExperience" minOccurs="0"/>
		<element type="iExpInBorderModifier" minOccurs="0"/>
		<element type="iCityDefenseBonus" minOccurs="0"/>
		<element type="iMilitaryProductionModifier" minOccurs="0"/>
		<element type="iAttitudeModifier" minOccurs="0"/>
		<element type="bMilitaryFoodProduction" minOccurs="0"/>
		<!-- TB Trait Tags end -->[/COLOR]
		<element type="PropertyManipulators" minOccurs="0"/>
	</ElementType>
The order those tags are in is the order they must be maintained in when using them in the Info file on a given trait entry. Note: the red in the list are the new tags I added. I separated them into two groups as I find the beginning should be basic setup and thematic declarations for the game object (in this case a trait) while below should be effects tags. I put it above AIAndy's Property Manipulators because those are so very uniquely programmed that I did not feel they should come absolutely last to avoid any confusion in their complexity. I would've liked to have organized the Commerce and Yield tags a bit better but that would've taken some reorganization of the whole thing which would've caused a need to restructure every entry in the traits infos as it was so I tried to at least keep it somewhat organized within my own modded list.
 
Ok, after some further research when I realized I had not gone back over these before my commit (oops), I've found the following to be the case:

<iRevIdxLocal> + = bad
<iRevIdxNational> + = bad
<iRevIdxHolyCityGood> + = good
<iRevIdxHolyCityBad> + = bad
<fRevIdxNationalityMod> + = bad (works as a percentage)
<fRevIdxBadReligionMod> + =bad (works as a percentage, so .5 = 50%)
<fRevIdxGoodReligionMod> + = good (works as a percentage so .5 = 50%)
<iRevIdxDistanceModifier> + = bad

So apparently I had them right the first time. A higher Revolution Index is the increased threat of revolution taking place. Take note of this in your designs Sgt!

The first post on that link makes it clear though it takes some reading into it to see how. The text manager calls explain it well though.
 
Sh!t sorry lol, u can't trust me, i don't know my ass from elbow apparently. Its all new to me basically.

Anyway - http://pastebin.com/6UBxHme3
I did some more this morning. Here's what i've done thus far. Its in pretty good shape i'd say, few more changes and i'd be happy.
 
Sh!t sorry lol, u can't trust me, i don't know my ass from elbow apparently. Its all new to me basically.

Anyway - http://pastebin.com/6UBxHme3
I did some more this morning. Here's what i've done thus far. Its in pretty good shape i'd say, few more changes and i'd be happy.

Once you make those changes can you please post a write-up of the traits? That way others can understand what the proposed changes are, and not just those of us who can read the XML.
 
Once you make those changes can you please post a write-up of the traits? That way others can understand what the proposed changes are, and not just those of us who can read the XML.

Ok just updated the list (pretty sure I covered all the changes, not 100% sure tho, its kinda annoying transferring it over like that, not to mention takes a LONG time ;)

Only one im totally unhappy with at this point is probably temperamental. The rest are at least in working order, not perfect of course, but good enough for my first draft.

PAGE 1.
http://forums.civfanatics.com/showpost.php?p=12084599&postcount=477

PAGE 2.
http://forums.civfanatics.com/showpost.php?p=12084600&postcount=478

So at this point im opening it up to suggestions/changes. Ill make/include changes over the weekend and push it to svn on sunday/monday (US).
 
Ok, after some further research when I realized I had not gone back over these before my commit (oops), I've found the following to be the case:
<iRevIdxDistanceModifier> + = bad

<iRevIdxDistanceModifier> + = bad
It seems this works as a percentage and unlike the other two percentages 1 only equals 1% (.5 = 50% in the fRevIdxGood/BADReligionMod).
 
REVOLUTIONARY

Max anarchy 4 turns
Rev Idx Local +1
rev idx national +2
+2 crime when pop is 6 and up
-1 commerce in cities
+1 espionage in cities
-10% gold
+20% espionage
INSTIGATOR1 for spies
+30% great generals inside borders

This crime thing will destroy Leaders like Geo. Washington's usefulness. Just the Opposite is actually needed for him in particular. Same goes for Simon Bolivar if he ever gets added. Plus +2 crime for a city over pop 6 is way too low a pop value imo.

JosEPh
 
This crime thing will destroy Leaders like Geo. Washington's usefulness. Just the Opposite is actually needed for him in particular. Same goes for Simon Bolivar if he ever gets added. Plus +2 crime for a city over pop 6 is way too low a pop value imo.

JosEPh

Maybe up to a different POP level also, like turns off at 10 POP something like that, maybe??
 
This crime thing will destroy Leaders like Geo. Washington's usefulness. Just the Opposite is actually needed for him in particular. Same goes for Simon Bolivar if he ever gets added. Plus +2 crime for a city over pop 6 is way too low a pop value imo.

JosEPh

Is that per pop or just a flat number. If the former then it is an issue, if the latter it is probably fine.

Also, here are some things I see

  1. Agricultural is horrible. the Food bonus is really small and it has +35% maintenance, which is about +20% overall expenses. Agricultural should lose that penalty and get 1 food on EVERY tile.
  2. Generally modifiers on maintenance should be avoided on Traits now that it accounts for so much of the expenses in C2C. Maybe 5% or so, but not more than that.
 
Its a flat number. Once the city hits size 6 thats +2 crime from then on each turn, this number doesn't grow or change. It is actually virtually nothing. The two earliest anti-crime buildings, lookout tower and public stoning give -5 crime per turn each - to give you some context.

Agri gets +1 :food: on tiles with 5 or more (which is like +1 food on every kind of farm type improvement). +1 :food: for every tile is just stupid and completely overpowered. All there workers build 20% faster and they inherently build a tonne of improvements really fast.

Point taken about the maintenance modifiers, +35% is too high for that trait for sure.
Its not 20% of expenses though.
+35% for number of cities maintenance.
Number of cities maintenance makes up 1/4 of the city maintenance.
City maintenance makes up 1/5th of your overall costs.
So theoretically +35% increase distance maintenance only breaks down to an increase of like 7/500ths, but i agree it is high in the context of things :lol:
 
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