There are already too many traits imo, I don't want to make more. Do you guys have any other specific feedback, I wanted to have pushed into svn already. I think i'll do a final range of changes tomorrow and put it in svn and see how we go.
Hmm... go ahead and push your changes (As I mentioned in the PM I'll need you to anyhow) but I think we have more discussion here.
I actually feel there is a lot of room for new traits. And some room for some of the traits we have to be removed, re-purposed or split into separate concepts.
We apparently have some design theory differences where traits is concerned, particularly where # of traits is concerned. And I want to take a moment to explain a perspective and see what you think of it and see if I can't get your perspective in return.
I feel that many traits aren't clear enough as to:
1) What they mean to the leader's personality and leadership style
and
2) What they mean as a game benefit.
I believe our ultimate goal here should be to make sure that not only each trait adheres strongly to the above 2 noted values, but that we have each 'Type' of benefit represented by a trait that is strong in that benefit.
Traits that we have that do already evidence those above points and are very good at displaying it are Aggressive (Very clearly is about getting more combat benefit, particularly for an aggressor), Aggricultural (Very clearly is about getting more food), Scientific (Very clearly enhances your overall research rate), Economic (Obviously for gold benefit), Deceitful (For those who prefer to play towards espionage strengths) etc...
But we have some traits, like Progressist for example, that do not do well with either goal. Progressist not only fails to indicate the leader style very clearly, but also fails to adhere to any particular benefit category. Its all over the board because its tough to understand what its for in the first place. It can be interpreted too many ways. Populist is another. It seems the immediate presumption is that populism is about gaining population, but in fact, politically, the term (a rather obscure one at that) indicates a rather paradoxical anti-elite movement among politicians themselves, leadership for the people over the wealthy few.
Most of the 'flawed' concepts I think are clearly among the Negative Traits section.
Another goal we should look at in our trait design as a whole is mirroring. This process helps to ensure that traits not only are kept in fine tuned balance with each other but are also quickly understood by the player.
There are a few ways to apply mirroring. One is to make design packets that can apply the same but to differing yet equal values. As an example, the benefits from Scientific should be nearly identical to the benefits from Economic, except that they apply those benefits to gold and research yields respectively. They mirror each other.
Another way to apply mirroring is to create a nearly opposite counter-trait (presuming both positive in this case). This would be like making Protective the opposite Counterpart to Imperialistic. Give Imperialistic a promo that makes its attack forces gain +25% City Attack, while Protective units gain +25% City Defense. Aggressive should have an opposite mirror like a Defensive trait, that gains most of the same benefits but gets +20% Defense, +10% Attack.
Then another form of mirroring comes into play between positive and negative traits. Similar concepts but different sides of the coin. Thus in the suggestion to have a positive Revolutionary Trait that is strong with happiness and national stability, and a Negative Usurper Trait that is equally strong with unhappiness and national instability.
All this mirroring ensures all the game elements are equally represented with the traits structure, makes the traits make sense, adds inherent balance, and makes the assignment of values to the traits much easier to rationalize and assign. I believe there would be few arguments under such a structure.
Without going through and identifying how I'd suggest tweaking each and every trait, I'm expressing this here as my general overall feedback, as what I would suggest would strongly reflect these design philosophies.
And I also wanted to explain all this so that you would understand where I'm coming from in suggesting new traits in some areas. I don't feel there are too many, but I do feel like they are a bit disorganized and some are very lacking for a strength of identity. Selecting a trait on your leader, or selecting a leader for their traits, should be like selecting what two 'spheres of influence' you are going to command as a deity in the game. Each should have strong parallels to others in an interconnected web of personality essences.
So to me, the question of if we should have more or less traits is not about a count of how many we have or how much time it takes to examine them all (they should be generally understood at a glance at the name itself) or how complex our structure is vs how complex we want it... its about representing all the
applicable essences fully.
Does this make any sense?