JosEPh_II
TBS WarLord
But the recalc bug Came from your Traits revision along with the Expense Bug. They came from the same Commit 4303. Go back to 4297 and None of this is there.
JosEPh
JosEPh
But the recalc bug Came from your Traits revision along with the Expense Bug. They came from the same Commit 4303.
JosEPh
But the recalc bug Came from your Traits revision along with the Expense Bug. They came from the same Commit 4303. Go back to 4297 and None of this is there.
JosEPh
I added info to my previous post.
If you need a savegame Before this all happened (SVN 4397) I can get that one too.
Edit: Actually you running my save game Thru 4303 isn't going to really help since the Commit 4303 Is the problem. But if that's what you want i'll get it for you. Doesn't make sense too me though.
JosEPh
"Absolute power corrupts absolutely..."
I'm glad Sgt is back,but there is a "but". Being flexible as "The Modder" is a must. No more "deal with it" type attitude, please?!
My 2 cents on that.
JosEPh
You know what would be cool (but probably a whole lot of work as it would entail building a new interface option/screen):
The abillity to choose your starting traits. Or even better a 'purchase' your specific benefits. That way someone who doesn't want any negatives can start with a just a small set of trait benefits, and those who want more would have to offset it with some negative effects.
You know what would be cool (but probably a whole lot of work as it would entail building a new interface option/screen):
The abillity to choose your starting traits. Or even better a 'purchase' your specific benefits. That way someone who doesn't want any negatives can start with a just a small set of trait benefits, and those who want more would have to offset it with some negative effects.
Well... one thing I tried to do with my proposals was to make sure no 'free promo' was ever assigned by more than one trait. In fact, I think there's room for some more traits entirely here to cover even more of the 'basic promos'.@Thunderbrd & ls612
Rather than giving existing promotions for traits what if we had special "Trait Promotions" that you cannot obtain any other way? I feel giving promotions like Combat I are overdone. Here are the ones on your list that get some sort of promotion ...
- Aggressive
- Deceiver
- Humanitarian
- Imperialistic
- Nomad
- Protective
- Seafaring
- Progressive
- Barbaric
- Fanatical
- Excessive
I just feel with so many free promotions from traits that its making the cultures units that have those promotions worth less.
Interesting point on the Financial trait. I think we should indeed split up the Financial trait into Economical (very good at raking in gold), Mercantile (very good at trade) and Commercial (quite good at enhancing commerce overall).Financial trait is rather "commercial" than financial.
Instead the TradeYieldModifiers I use the first CommerceChanges tag (+X gold (not commerce) per city, and the first CommerceModifiers tag, X% per city) (Like scientific trait does with science, creative does with culture, deceiver does with espionage.)
Spoiler :Code:<CommerceChanges> <iCommerce>2</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </CommerceChanges> <CommerceModifiers> <iCommerce>5</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> </CommerceModifiers>
Maybe a new commercial/trader trait would be better for TradeYieldModifiers, or these could be added to existing traits.
Ps.
I still don't really like the negative traits at all. They are just a plus handicap options, and if I want handicap I play on high difficulty deity or harder (modified deity). Difficulty settings adds crime too, so if i want more crime (more handicap) i just tun up the value rather than choose a crime giving trait. Handicap options should be in the difficulty options IMO.
You know what would be cool (but probably a whole lot of work as it would entail building a new interface option/screen):
The abillity to choose your starting traits. Or even better a 'purchase' your specific benefits. That way someone who doesn't want any negatives can start with a just a small set of trait benefits, and those who want more would have to offset it with some negative effects.
I have some plans to make it possible to pick additional traits as the game goes on, based on earning them via a Global Culture point system (which makes Global, or perhaps I should say National Culture (the sum of your whole Civ's culture) something like Experience points for your leader and levels earn new traits.)The AI wouldn't build it's leaders; it would just have the default random leaders. Although, we could use the point system to, albiet arbitrarily, balnce the traits/leaders. Optionally, the player could choose to go with a random leader as well.
Thus no additional AI work.
I said:I strongly feel most units jumping up to Combat II is too strong, but I'm all for vastly widening the units that would receive the Combat I bonus. If we opt for our 'positive' traits having a slight negative on each, which provides some room for improvement via Trait upgrades from a project to come, then it would stand to reason that Aggressive leaders may have a nation that grows impatient with war faster than others as they generally suffer it more commonly and are constantly living with the expectation that they will be at war again soon if at peace currently.
My biggest isssues is that what someone thinks is a 'slight' negative really turns into a rather hefty one. For example: A negative unit experience penalty of even 5% winds up having more affect on unit promotions, than a 'free' starting promotion (which in effect is really 2 XP).
IMO, I'd rather see smaller effect tratits to begin with and positive traits without negatives; and if negative traits are included then they correspondingly shouldn't have positives.
Once the "Maintenance Bugs" are cleaned up then putting Sgtslick's traits back in for more testing may be appropriate. But I don't think it calls for a more convoluted system.
I do feel that any Leader having more than 100% Civic Maint. Upkeep is too much though. That to me is the obvious 1st step.
And the idea of a Leader causing crime seems counter-intuitive especially on Traits like Revolutionary. That one sticks out like a sore thumb. Crime reducing Traits though do make sense.
I'm of the opinion to put Sgt's Traits back in with some modifications (as mentioned above) and let's continue to play them and see how they pan out.
This is similar to when Hydro introduced Crime and even now Crime is still being adjusted. But no one pulled the plug on Hydro. I don't necessarily like Sgt's Traits but they need to be given a fair shake and a chance at evolution.
JosEPh
Organized Trait needs that increased Exp penalty removed completely. That's the complete antithesis of Organized.
I mean, there's nothing more Unorganized than needing more experience to gain a level.
And honestly, drawbacks on Traits should be manageable, and that one makes the Organized Trait worthless.
The other traits costing civic maintenance increase is not a bad idea. I really can't complain.
However, we have to take care that the benefits do outweigh the penalties.
Organized is the only one I fully think needs to be changed. Perhaps some other one is really bad too, but I haven't run into it.