I've also done the coding for the developing negative traits mechanisms as well.
What did you choose to do for this?
Also, I'm going to post the next three trait suggestions soon.
I've also done the coding for the developing negative traits mechanisms as well.
Should not Nomad have Nomad Promo on Recon and Hunter units too, and what happened to the increases in yields on Camp Improvements?
Isn't Spirituals real strength the reduced time in Civic Change Anarchy? Well, was now possibly?
Cheers
So basically changing them around, moving GP from Philosophical to Spiritual and reduced Anarchy from Spiritual to Philosophical? I'm not sure I see either the point nor any reason for such a cross-over.
I'm pretty sure the reduced Anarchy is a religious benefit too, using the religion as a base to calm the populace and thus reduce the time spent in Anarchy after up-heaving fundamental changes to the society.
Cheers
Seafaring:
-+ (1/2/3) Trade Routes per City
Seafaring (Normal):
-+ 1 Trade Routes per City
Update: Some things came up and I discovered an odd bug I'll need more time to resolve... not a serious one but enough to annoy me and keep me from updating the SVN tonight. Sorry for that delay. Tomorrow night I'll at least try to post what the new tags are to give y'all a heads up.
Not sure whether it would be a bit underpowered, but it would make sense if these only applied to coastal cities. (Or coastal and with river access, if we had that tag).
No. It should be spiritual.
To substantiate this, classically spiritual was always about eliminating (not even reducing but rather flat out eliminating) anarchy time from all changes, be it civic or religious. It doesn't seem to make much sense to have it reduce civic change anarchy times but it certainly does make sense for it to reduce religious anarchy times.
Furthermore, your proposal does not seem to be concerned about balance between traits as much as trying to make sure that traits only use so many given tags. This is going to lead to imbalance in and of itself because the strength of a tag (and its various values) varies GREATLY by the tag. In particular, reducing or even eliminating Religious anarchy means squat in light of many other tags due to the fact that religious anarchy times tend to range from 0 to 3 depending on the civic and gamespeed. By comparison, a Civic change can mean upwards of 6-10 rnds of anarchy based on the same variables.
Attempting to limit the use of tags to so few a number is going to be detrimental to the whole design. Far more important to make sure the traits are balanced to each other so that each leader may have their own differing strengths and weaknesses but are still, nevertheless, equally powerful (with the extra selections one leader may have on Developing Leaders option being the exception...)
This is not an easy task to design these things, I admit, so I'm trying to let others do most of the pointing out of where these proposals have issues but so far I've agreed with every point made.
Not really. IMO we shouldn't use Max Anarchy at all. It doesn't scale well between gamespeeds. Thus the ReligiousAnarchyModifier tag is able to reduce (or increase) by a percentage adjustment which naturally scales the anarchy times. Additionally, MaxAnarchy applies to both types and I don't see much cause for that in any trait structure.OK, I can live with Max Anarchy of 4 turns on Spiritual. Does that sound reasonable?
@sgtslick: Could we please not start redoing the actual trait statistics until after V28? I ask just because I'd like to have something in the release that is reasonably balanced and tested, and I still have a lot more traits to post my proposals for.
We still got 2 weeks, ask later. I think we'll be fine though, even if its not completely finished that won't be the end of the world.
I thought that was 21 Dec 12??
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NEW:
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NEW:
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