Extra Traits for C2C

Yeah. I am. I'm glad you changed it around.
I'm surprised someone got that penalty through the testing phase. :)
Also, negative traits? the only one I can think of is Barbaric, but the negative to culture is the best penalty for that.

Ha, what testing phase? :lol: :joke:

In all seriousness though there is design disagreement about this issue, so stay tuned for more discussion on this.
 
Hehehe.

Ah. Okay. Well, I hope it can be changed.
If not, maybe you could have like an alternate file for all the traits.
As an optional download.
 
So we have a LOT of strong disagreement between the following:
1) Whether Positive (and potentially Negative) traits should or should not have some slight element of negative (in Positive traits) or a slight element of positive (in Negative traits.)

I'll comment on this with a few more arguments:
First off, any personality element, which is what traits are, the personality definitions of the Leaderhead, is going to have some strengths and weaknesses inherent in what they are. Its all part of one personality trait package because the strengths also directly rationalize into the same sets of weaknesses as a result of the strengths. At least it does in this system and I think that gives us a lot more room to balance as opposed to giving us less.
Second, it places the negative elements of those traits a value those traits are interacting with, and with trait upgrades would eventually be a positive towards the very same value elements, which is what I meant by 'something to overcome'. As far as the argument that these are just handicaps, sure they are to some extent but they are VARIED by the leader so some leaders have certain issues others don't - which helps us hit the holy grail of Civ design theory: Different but Equal.
Third, by allowing some slight negatives, we allow the traits to be more rationally developable as we can give some traits a bit more strength, in relation to other equivalent traits, and counterbalance with slightly more impacting slight penalties.

BTW, you may have noticed I don't often favor experience gain penalties. Only in few and rare trait cases should that show up, simply because even a bit of that is highly undesireable because it acts a bit like the tax brackets in our tax code, pushing into a worse level gain increment bracket right out of the gate (if that makes any sense.)

Anyhow, I do understand all the feelings involved here and the biases and in many cases I think the general arguments that are unsurmountable in any debate on this subject is that for both sides of the fence the difference represents two very different flavors of play.

My point is, this is where Game Option Lines should be drawn. I'd therefore like us to consider both Yin/Yang style traits (where there is element of negative among the mostly positive and element of positive among the mostly negative traits) and Dichotomy style traits (where positive is purely positive and Negative is purely negative.) Both should eventually be enabled for players based on the options they choose.

I'm hoping AIAndy is able to pull off what he said he could do with modular files and game options he discussed in another thread that would easily allow us to make such an option and have it fairly streamlined. (There are other ways to pull it off but his was the best method, which sadly I don't have the skill to achieve myself.)

~

2) We also have two very strong disagreements on whether Negative traits should be included at all. There again I like having them but I can completely understand those who flat don't want them in their game. Thus another game option which would again be compatible with the previous seems to be in order.

I suggest we get past that and accept that we'll offer both when its all said and done and move on to more pointed suggestions about the trait in current focus.

~

Right now, again, that trait under current focus is Aggressive.

Currently, ls612 and I are in disagreement mostly over whether this trait giving both Combat I and Combat II to many units would be OP or not. I personally feel, due to the massive unlocking of more powerful promotions this would represent, that it would force us to make ALL traits considerably more powerful to keep up with the new desirability Aggressive would carry if it were to offer both promos like this. I already consider it one of the most desirable traits at offering simply Combat I alone (because it eliminates a major pointless waste of a promotion selection on leveling to get to so many wanted promos!)

Then we have Hydro suggesting to make it get a unique promo altogether (though hasn't yet provided a proposal as to the ability of that promo.)

There's some other suggestions about what it could or should offer as well thrown in the mix. So what do y'all think about those? Where do YOU fall on the Combat I/II debate?
 
- +10% War Weariness accumulated during war (may require a new tag?)

Yes it does. It is one of the tags I have already requested from you.

I suppose we also need to really come to a determination on whether 'Positive' traits should be 'mostly positive with some slight negative drawbacks' or 'ALL positive'.

It was discussed already, and hence determined. I didn't realize someone could just waltz around in 'god mode' oblivious to such discussions.

"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

I told you to "deal with it" because you were complaining about having to look in the civilopedia 'too much'. Stop pulling this out of context and considering people inflexible if they don't agree with you, maybe you need to look at your own attitude.

Spoiler :
So we have a LOT of strong disagreement between the following:
1) Whether Positive (and potentially Negative) traits should or should not have some slight element of negative (in Positive traits) or a slight element of positive (in Negative traits.)

I'll comment on this with a few more arguments:
First off, any personality element, which is what traits are, the personality definitions of the Leaderhead, is going to have some strengths and weaknesses inherent in what they are. Its all part of one personality trait package because the strengths also directly rationalize into the same sets of weaknesses as a result of the strengths. At least it does in this system and I think that gives us a lot more room to balance as opposed to giving us less.
Second, it places the negative elements of those traits a value those traits are interacting with, and with trait upgrades would eventually be a positive towards the very same value elements, which is what I meant by 'something to overcome'. As far as the argument that these are just handicaps, sure they are to some extent but they are VARIED by the leader so some leaders have certain issues others don't - which helps us hit the holy grail of Civ design theory: Different but Equal.
Third, by allowing some slight negatives, we allow the traits to be more rationally developable as we can give some traits a bit more strength, in relation to other equivalent traits, and counterbalance with slightly more impacting slight penalties.

BTW, you may have noticed I don't often favor experience gain penalties. Only in few and rare trait cases should that show up, simply because even a bit of that is highly undesireable because it acts a bit like the tax brackets in our tax code, pushing into a worse level gain increment bracket right out of the gate (if that makes any sense.)

Anyhow, I do understand all the feelings involved here and the biases and in many cases I think the general arguments that are unsurmountable in any debate on this subject is that for both sides of the fence the difference represents two very different flavors of play.

My point is, this is where Game Option Lines should be drawn. I'd therefore like us to consider both Yin/Yang style traits (where there is element of negative among the mostly positive and element of positive among the mostly negative traits) and Dichotomy style traits (where positive is purely positive and Negative is purely negative.) Both should eventually be enabled for players based on the options they choose.

I'm hoping AIAndy is able to pull off what he said he could do with modular files and game options he discussed in another thread that would easily allow us to make such an option and have it fairly streamlined. (There are other ways to pull it off but his was the best method, which sadly I don't have the skill to achieve myself.)


We also have two very strong disagreements on whether Negative traits should be included at all. There again I like having them but I can completely understand those who flat don't want them in their game. Thus another game option which would again be compatible with the previous seems to be in order.

I suggest we get past that and accept that we'll offer both when its all said and done and move on to more pointed suggestions about the trait in current focus.

Right now, again, that's Aggressive.

Currently, ls612 and I are in disagreement mostly over whether this trait giving both Combat I and Combat II to many units would be OP or not. I personally feel, due to the massive unlocking of more powerful promotions this would represent, that it would force us to make ALL traits considerably more powerful to keep up with the new desirability Aggressive would carry if it were to offer both promos like this. I already consider it one of the most desirable traits at offering simply Combat I alone (because it eliminates a major pointless waste of a promotion selection on leveling to get to so many wanted promos!)

Then we have Hydro suggesting to make it get a unique promo altogether (though hasn't yet provided a proposal as to the ability of that promo.)

There's some other suggestions about what it could or should offer as well thrown in the mix. So what do y'all think about those? Where do YOU fall on the Combat I/II debate?

I would much prefer unique promotions such as 'barbaric' or whatever, instead of the generic Combat 1.

If as SO said, he wants me to still do the traits, I want to revert back to what they were before and delete all the civic maintenance and replace it with some other negatives to help balance them out some more.

Once the options for the traits get opened up a bit and are less rigid in terms of possibilities (limitations in the code) they will all seem a bit more 'realistic' and unique.

If you wanted to simply remove all the negative traits, what would have been the point doing them in the first place? Going through and adding the extra traits to the 100+ leader heads, spending a long time repairing the code for them and then trying to balance them.. It would have been for naught and thus I don't see it at all being 'up for discussion'. It would be the same as turning around and saying to Thunderbrd, just delete the combat mod, I don't like it. Even though its not finished, doesn't unbalance the game, its not to my taste so get rid of it sorry. Maybe its the fact that people (Is612 for example) see the work I put into this as negligible, since they didn't do it and im not a member of the team - what do they care.
 
Yes it does. It is one of the tags I have already requested from you.
Ok. Fair 'nuff. I'm finding MYSELF chomping at the bit to get those done so hopefully can get to some of them by the end of this long weekend.

It was discussed already, and hence determined. I didn't realize someone could just waltz around in 'god mode' oblivious to such discussions.
Haha! I had thought it had been agreed on too but apparently its a bone of contention that won't go away until we can create a game option to resolve it. So again, we should look at design on both angles I think.

I would much prefer unique promotions such as 'barbaric' or whatever, instead of the generic Combat 1.
Aww... but what about its ability to help you get a head start on the long dry road through the Combat line to access better? That's always been (and I mean ALWAYS all the way back through Vanilla Civ IV!) the main reason to take Aggressive leaders! I'm reluctant to want to stomp on traditional benefits too much. However, I DO think having two traits that offer the same promos is very bad because it really screws over the leader that has both, creating a negating symmetry.

Besides, if Combat I isn't going to be the promo for Aggressive, what should be? Or rather, what should be the benefits?

If as SO said, he wants me to still do the traits, I want to revert back to what they were before and delete all the civic maintenance and replace it with some other negatives to help balance them out some more.
I was hoping we'd do this, yes.

@Sgt: Could you put forward your own full proposals on Aggressive so that we can see what YOU'd like it to be in the end result? I'm looking forward to getting the bigger picture of your intentions there.
 
However, I DO think having two traits that offer the same promos is very bad because it really screws over the leader that has both, creating a negating symmetry.

I made a point of no leaders having the same promotions like you say. So this issue does not exist.
However, I agree I don't like that they have the same promotion either. Since combat 1 is kinda like the 'first' promotion and a gateway promotion to a lot of others, you can understand why it was used.

We can still have Combat 1 for aggressive and just some other unique promotions for some of the other traits, that sounds fine to me. With the crime penalty and with fairly mediocre fast buildings aggressive found itself with even an additional +15% gg's so I don't agree that it is one of the most powerful traits. Giving it an additional Combat II free promotion would indeed make it one of the most powerful though and if you feel that currently its a little underpowered, I would prefer an additional 5-15% great generals, bringing it up to a possible +30% great generals.
 
I made a point of no leaders having the same promotions like you say. So this issue does not exist.
While I see your point, I think we should strive for eventually having all combinations reflected in our initial leader selection options so making sure symmetry isn't problematic by restricting certain combinations from leaders isn't really the best way to go about controlling symmetry imo.
 
While I see your point, I think we should strive for eventually having all combinations reflected in our initial leader selection options so making sure symmetry isn't problematic by restricting certain combinations from leaders isn't really the best way to go about controlling symmetry imo.
Yes I agree, sorry I have a bad habit of editing my posts after I put them up so im not sure if you saw that I agree. Anyway having symmetry by avoiding duplications is what I want also and having some other promotions such as unique ones for certain traits would help do this for sure.
 
I told you to "deal with it" because you were complaining about having to look in the civilopedia 'too much'. Stop pulling this out of context and considering people inflexible if they don't agree with you, maybe you need to look at your own attitude.

Nothing was pulled out of context. And the post was in response to SO not you. If you had read thru the thread you might have noticed that. But you''re still stinging from what happened so I'll let it pass this time.

If you bothered to Notice it was I that recommended your traits be reinstated. But I'll question what you do, I'll pick at it and see what falls out. It's what I've been doing here Long before you came around. And we've had this conversation before.

JosEPh
 
I really don't think negative traits should have been added in the first place. I apologize if that makes someone want to punch me in the head. :)

Secondly, Combat 1 and 2 would be extremely powerful. You'd only need 5 XP to gain forestry and double hills movement with every unit you built. :)
So, Combat 1 only, and another promotion would be better.
Third, the only horrible issue I saw in a trait was Organized, but that's it.

Forth, Barbaric is not exactly what I would call a horrible trait. :) It needs the -15% culture.
 
@Thunderbrd:

I thought about this last night, and I think you may be right, that giving Combat II off the bat is a bit OP, because of all the things it unlocks. However, I could make a new promotion, that is only given free to units of Aggressive leaders, which gives +10% strength but doesn't unlock a whole bunch of other stuff. So then Aggressive would give Free Combat I and Free Fighter (or whatever I name it). That would be incredibly easy to do. Does that sound reasonable?
 
It works for me. I don't know if my opinion counts...
 
@Thunderbrd:

I thought about this last night, and I think you may be right, that giving Combat II off the bat is a bit OP, because of all the things it unlocks. However, I could make a new promotion, that is only given free to units of Aggressive leaders, which gives +10% strength but doesn't unlock a whole bunch of other stuff. So then Aggressive would give Free Combat I and Free Fighter (or whatever I name it). That would be incredibly easy to do. Does that sound reasonable?

To me that sounds alot more feasible. I think thats what we should do to all the traits as long as SgtSlick agrees to DO IT.
 
@Thunderbrd:

I thought about this last night, and I think you may be right, that giving Combat II off the bat is a bit OP, because of all the things it unlocks. However, I could make a new promotion, that is only given free to units of Aggressive leaders, which gives +10% strength but doesn't unlock a whole bunch of other stuff. So then Aggressive would give Free Combat I and Free Fighter (or whatever I name it). That would be incredibly easy to do. Does that sound reasonable?

Sure it sounds reasonable.
Do you think aggressive is underpowered? Do you think it deserves another free promotion? Just curious what the motivation to do this is.
With the crime penalty I do somewhat agree that they need a bit more of a buff though. Either way we'll put it in and maybe remove the +15% gg's.

Could you please consider doing some other unique promotions, such as seafaring instead of getting combat 1 on ships. 2 traits have free amphibious, perhaps the city raider 1 promotion. The Nomad trait has a bunch of free powerful promotions too etc etc.
 
Speaking for me personally, I really, really, really like what the last SVN change did to the traits. The "negative" traits were all over the place, with some of them being horribly penalizing (Foreigner springs immediately to mind), and some of them actually providing bonuses that more than make up for any minor penalties they grant (Megalomaniac and Isolationist spring immediately to mind). Over half the negative traits granted something along the lines of -20% culture, and most of the leaders with Creative got saddled with one of those very traits, making them completely useless. My only complaint about the latest change, which I /really/ hope does not get reverted back to the old system, is that Foreigner is still unduly punishing compared to the rest of the traits, and Revolutionary does not actually grant a penalty beyond -1 happiness (It grants a /bonus/ to revolution stability, not a penalty).

The thing that bothered me the most about the negative traits, beyond making some leaders overpowered (such as Frederick) and making others completely useless, is how the negative trait seemed to be assigned with no consideration for the leader's history or governing style. Foreigner is by far the worst offender here, being applied to such people as Winston Churchill (Who was born in Oxfordshire), Huayna Capac, Emperor Meiji, Prime Minister Pearson, and a host of other nonsensical choices. The only leaders saddled with Foreigner who should actually have that trait are Catherine, and /possibly/ Charles V (He ruled over a vast number of domains, as he was the Emperor of the Holy Roman Empire and the King of Spain), and Saladin (Saladin was a Kurd, not an Arab)
 
And apparently, Excessive is given to Ben Gurion of Israel, and being probably the worst trait in the entire game, with a crippling health/great person rate, and that 10% increase in XP.
So, basically, you can't play the game with Ben Gurion. :)

I'm going to have to go download the SVN, because apparently, according to the guy above this post, it fixes these issues.

Also, I don't know anything about Ben Gurion, but I wouldn't call him Excessive. :)
Heck, I wouldn't even call President Ahmadinejad of Iran Excessive and well we all know he hates Israel. :)
 
And apparently, Excessive is given to Ben Gurion of Israel, and being probably the worst trait in the entire game, with a crippling health/great person rate, and that 10% increase in XP.
So, basically, you can't play the game with Ben Gurion. :)

I'm going to have to go download the SVN, because apparently, according to the guy above this post, it fixes these issues.

Also, I don't know anything about Ben Gurion, but I wouldn't call him Excessive. :)
Heck, I wouldn't even call President Ahmadinejad of Iran Excessive and well we all know he hates Israel. :)

My favorite leader is also Excessive but I have not changed the way I play, except I have an extra healer units in every city.
 
I think you must be playing a more weaker version of Excessive.
Healer units have no affect on the city's healthiness score. :) If they did, it still wouldn't help offset the penalty for a long time in the game.
Heck, I'm pretty sure that would make them overpowered if they raised the healthiness.
The only thing Excessive does is nuke your great person rate, your healthiness in a city, by 3 points, I think, increases the cost for promotion, which is the most overpowered negative traits in the history of negative traits, and it renders Organized worthless. That's how powerful of a negative it is.
The -40% civic upkeep, and all the other bonuses of the Organized trait are negated by 10% higher XP cost.

And I was basically making a bad joke on the not playable.
Sorry.

I'm glad the SVN changes things. I know Sgtslick probably wants to beat me up for not liking the negative traits, but still.
 
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