Extra Traits for C2C

I would have thought that they would be better at hunting and fishing because they "are at one" with the environment. Or maybe they should cause the resource placement option to happen more often. So they are more likely to get a dear resource instead of capturing the unit. They probably should get more :food: and :hammers: from a kill.

Hmm. That's hard to decide since there are different types of environmentalists. You have ones that want to seek balance within nature, while there are other more extreme ones that think killing anything is bad. I just through maybe the later could be applied since Hunter-Gatherer trait would be the Pro-Hunter and Environmentalist trait would be the Anti-Hunter. Since many of the new traits have pro/anti themes.

These should not be difficult to do if the Outcome System has the expressions system in it. Which I think it does. Great more work for me - and it is very time consuming - I haven't yet changed the increase in :hammers: and :food: from kills based on the techs :eek:.

Sorry DH. I thought maybe it would just give a better Attack vs Animal units or something. Did not mean to give you more work. :ack:
 
First impressions:

All your suggested promotions - sound good, lets put them in as soon as they are done..
The values you have given out are all just subjective interpretations of what the 'value' of such a thing is. For example, 5% of population given as 'free' units (maintenance free) you have given 1 point. Happiness per military unit in city you've given 1 point, distance maintenance modifier you give 1 point per 20%. These are super powerful compared to say, trade routes which you give 4 points per each free trade route. Thus, the balance is intrinsically flawed. There is no way that 80% distance modifier or 20% of population as free units is the same/equivalent in terms of balance as 1 extra trade route.

That's not to say I dislike the concept, but I don't think its all that practical, in other words - I think its pretty much impossible to give them a numeric value. Its better to just balance them all individually.

Also I don't like how the values are all the same for all the traits - so that it 'fits' into your numerical valuing system. The traits have more 'flavour' and individualism when they aren't so uniformed. It may seem like your way of divvying out the values would result in more 'balance' but I don't agree.

All your new traits are unnecessary in my opinion, i'd prefer we concentrated on incorporating a lot of your ideas into the leader 'leveling system'. I definitely dont' want to introduce any new/different traits unless there were more tags to make them actually 'defineable'. I'm not trying to say I don't like your 'overall suggestion' or anything like that, but I certainly am not intending to just rip out the current system and start from scratch with this write up. Many of your ideas I will incorporate straight away, such as of the modifier changes and what not.

Think of it this way, you propose having 54 traits, and then to have levels for each of the 54! No way known I want to do that. I want to cut back on the traits we have now, like I explained to you in that pm I sent you. Cut back but add in layers or tiers with your levelling system.

Anyway, that is my first proper impression.
- The military instructor specialist does not work, as in you can't use it, i've tried, by the way.
 
Hmm. That's hard to decide since there are different types of environmentalists. You have ones that want to seek balance within nature, while there are other more extreme ones that think killing anything is bad. I just through maybe the later could be applied since Hunter-Gatherer trait would be the Pro-Hunter and Environmentalist trait would be the Anti-Hunter. Since many of the new traits have pro/anti themes

Environmentalist only makes sense in the modern era anyway, when humans start to destroy the environment because there are too many of them (just like every other plant and animal does when there are too many of them).

Adding a % increase to the chance to subdue an animal by trait should be easy almost trivial to do. Changes to chance to kill is done via a promotion I expect. Chance to make a resource is a bit more time consuming but can also bee done using outcome results on the unit XML.
 
Having now used your levelling system, I see where you were going and how its basically geared to fit your proposal and not what we have currently. I thought it would be that the features of the traits evolved through the levelling system, like industrious I, II, III. Not that the leader just gets a whole new trait - which currently means you can have 5 traits mid game with the current system. It needs to be adjusted, or the traits need to be adjusted.

Maybe you want to simply implement your 'entire plan', it might be better since ultimately I feel I kinda wasted my time a little bit trying to make all those changes with the new tags to see now it doesn't really even matter since it doesn't really 'fit'.
 
@Thunderbrd:

Could you please try and fix the bugs with the Pure Traits gameoption? It is not working with Properties, and for some reason it makes you only get positive things on Negative Traits:crazyeye: (or at least for Megalomaniac, I haven't looked at all of the others in great detail).
 
I would have thought that they would be better at hunting and fishing because they "are at one" with the environment. Or maybe they should cause the resource placement option to happen more often. So they are more likely to get a dear resource instead of capturing the unit. They probably should get more :food: and :hammers: from a kill.
Hydro said:
Hmm. That's hard to decide since there are different types of environmentalists. You have ones that want to seek balance within nature, while there are other more extreme ones that think killing anything is bad. I just through maybe the later could be applied since Hunter-Gatherer trait would be the Pro-Hunter and Environmentalist trait would be the Anti-Hunter. Since many of the new traits have pro/anti themes.
DH said:
Environmentalist only makes sense in the modern era anyway, when humans start to destroy the environment because there are too many of them (just like every other plant and animal does when there are too many of them).
Hmm... good points. I would've wanted to name the Environmentalist differently actually, considering that this also includes native culture leaders that would want to walk in harmony with the Earth. And in those cases, as opposed to the modern ideal of 'Environmentalism' you'd use more of each kill quite thoroughly. So there may be cause for two separate ideas here. But as we can see from later quotes here, SgtSlick is already resistant to new trait concepts at all. What I'd need to do is find two differing terms to encapsulate those both and to really identify other core differences. The Environmental trait was designed around the basic idea of reducing pollution. The Hunting concept being introduced here may indeed require a split to encapsulate the two ideals.

EDIT: Maybe 'Naturalist' should be the term for that trait... leave 'Environmentalist' as a more advanced trait concept that wouldn't come into play, as you say, until later in the game. And considering 'Naturalist' makes me think THAT trait should gain some greater likelihood, as you suggest, for animals to become herds when defeated. Or for Capture. I could also see a Hunter trait that gains more benefit from hunting kills and slaughters and increases chance of subdual. I might write up some suggestions on these new ideas but I want to see where we're actually officially headed here with things first.


DH said:
These should not be difficult to do if the Outcome System has the expressions system in it. Which I think it does. Great more work for me - and it is very time consuming - I haven't yet changed the increase in :hammers: and :food: from kills based on the techs :eek:.
Adding a % increase to the chance to subdue an animal by trait should be easy almost trivial to do. Changes to chance to kill is done via a promotion I expect. Chance to make a resource is a bit more time consuming but can also bee done using outcome results on the unit XML.

I was wondering about that... if that could be done from that end. The conditions on those would have to check against the PLAYER traits not the leader traits, to be clear. And it'd take a bit of dll work for the display issue so that it shows properly on the traits display.

Otherwise, very cool to know we have the potential here. On a promo? Hmm... now THAT's a good way to go about it that gets around the concern of having to develop added display lines for the traits display!

Sorry DH. I thought maybe it would just give a better Attack vs Animal units or something. Did not mean to give you more work. :ack:
Well... before he's got any work to do there we need to determine how said abilities would measure up to other abilities traits may have, how we want to establish those values on traits that already exist, and aforementioned display work. Nevertheless, its something to consider.

The values you have given out are all just subjective interpretations of what the 'value' of such a thing is. For example, 5% of population given as 'free' units (maintenance free) you have given 1 point. Happiness per military unit in city you've given 1 point, distance maintenance modifier you give 1 point per 20%. These are super powerful compared to say, trade routes which you give 4 points per each free trade route. Thus, the balance is intrinsically flawed. There is no way that 80% distance modifier or 20% of population as free units is the same/equivalent in terms of balance as 1 extra trade route.

That's not to say I don't dislike the concept, but I don't think its all that practical, in other words - I think its pretty much impossible to give them a numeric value. Its better to just balance them all individually.
I expected some tweaks to the valuing system would be one of the first points to debate and smooth over. I realize what it cannot do is encapsulate the value of particular combinations, aka: Trade Routes being more valuable when you have bonuses to Trade Revenues. But considering that traits tend to play into themselves anyhow that element can be an assumed acceptable degree of variation.

But the actual values established are fairly arbitrary at this point. And I'm not entirely sure I can agree that the revenue one would get from even one added trade route in a given city would not roughly be the same as what you would gain from an 80% reduction in # of city upkeep but I get your point. It needs some more careful evaluation, then reconsideration on the trait established values thereafter. For the most part, this is meant to be an initial proposal and the valuation system is certainly subject to some tweaking itself.

So what I'd ask from you, and anyone else taking a close look, is to counterpropose on the valuation system. Comb through and tweak it according to what YOU think the values should be. (I really liked the spreadsheet Koshling used for setting up our game and I may try to write up the current valuation there so we can track our suggested tweaks individually and maybe between us, we can somewhat average those valuations to get a more appropriate approach.)

Also I don't like how the values are all the same for all the traits - so that it 'fits' into your numerical valuing system. The traits have more 'flavour' and individualism when they aren't so uniformed. It may seem like your way of divvying out the values would result in more 'balance' but I don't agree.
Aside from the mentions above, giving some consideration to the possibility that some Yields or Commerces may not be truly equal to each other (research may still outweigh gold, espionage and culture), it is NOT so that they fit into the numeric system that I suggested them be nearly identical. It is so that it makes sense to a player at a glance. Otherwise, without establishing the valuation difference between said Yields and Commerces, it just appears haphazard and random to do otherwise and trait layouts that do so are sort of offensive to my sense of beauty in symmetry. The traits are unique in that they represent differing strategies in the game... they don't have to be so unique that the values of each cannot be mostly inferred from those similar but along different lines (such as the comparison between Industrious and Aggricultural.)

All your new traits are unnecessary in my opinion, i'd prefer we concentrated on incorporating a lot of your ideas into the leader 'leveling system'. I definitely dont' want to introduce any new/different traits unless there were more tags to make them actually 'defineable'. I'm not trying to say I don't like your 'overall suggestion' or anything like that, but I certainly am not intending to just rip out the current system and start from scratch with this write up. Many of your ideas I will incorporate straight away, such as of the modifier changes and what not.

Think of it this way, you propose having 54 traits, and then to have levels for each of the 54! No way known I want to do that. I want to cut back on the traits we have now, like I explained to you in that pm I sent you. Cut back but add in layers or tiers with your levelling system.
Can't say I didn't expect you to say that. One thing you should understand here is about Negative traits. THOSE aren't intended to be further developed out. In many ways, they can be considered their positive counterpart's '-1' stage. So although we have 54 traits, we don't have 54 traits that will expand... that only applies to the positive ones.

I've got a second post to make here to back up and explain the reasons for the new traits and structures as proposed. Something to hold against the statement "new traits aren't necessary". See next post to come.

- The military instructor specialist does not work, as in you can't use it, i've tried, by the way.
Do you mean that manipulators on that specialist don't work or that the minor military instructor can't be assigned in a city? I know about the latter... the Minor military instructor is a result of settling captured commander units. As for manipulators on those... they should work the same as on any other specialist unless we have some kind of coding issue that needs to be sorted out regarding settled specialists.




Having now used your levelling system, I see where you were going and how its basically geared to fit your proposal and not what we have currently. I thought it would be that the features of the traits evolved through the levelling system, like industrious I, II, III. Not that the leader just gets a whole new trait - which currently means you can have 5 traits mid game with the current system. It needs to be adjusted, or the traits need to be adjusted.

Maybe you want to simply implement your 'entire plan', it might be better since ultimately I feel I kinda wasted my time a little bit trying to make all those changes with the new tags to see now it doesn't really even matter since it doesn't really 'fit'.
Again... I knew you might feel that way and please try to see things from a more positive perspective. YOU had the insight to ask for those traits tags in the first place. I'VE been pinging off of YOUR ideas so nothing you've done is a waste here (even if you accept my proposals).

The Leader Leveling system should allow one to either widen their traits selections OR strengthen the traits they have with additional layers that continue to tear down the negatives those traits start with as well as strengthen the positives from them (though not at quite the same strength as you get from initially getting a new trait - I was thinking something along the lines of a value balance point of 0 impure and 20 pure (less bonus but no penalties for additional steps up.))

Thing is, if you make it so that leader traits don't have penalties but grow into them as your leader advances, you:
a) take away some of the feeling of reward for advancement
and
b) limit the selections to purely better versions of what you started with. This strips out so many layers of potential strategy decisions that it'd be tragic, imo, to go this way.

But as stated, perhaps to ease up on the difficulties leaders have in the beginning of the game, especially under some of the negatives proposed here, perhaps negatives should be withheld until some specified point (like perhaps the first trait choice - they're there all along but aren't active until the first trait is selected, which COULD be the choice to remove the negative and simply keep pressing onward with no net traits...) I'm still mulling this over cuz I know its going to make some starts pretty horrifically difficult.

@Thunderbrd:

Could you please try and fix the bugs with the Pure Traits gameoption? It is not working with Properties, and for some reason it makes you only get positive things on Negative Traits:crazyeye: (or at least for Megalomaniac, I haven't looked at all of the others in great detail).
Where its not working with properties is an XML flaw (I can go through those again and make sure they're set right if Slick doesn't mind) and if we have an inverse on a negative trait like Megalomaniac, I'd tend to think Mega simply isn't established properly AS a negative trait. But if both of the above issues are not the culprit, then perhaps there is indeed something on the coding level to look into. I'll keep testing but so far my games are showing everything working right that I've looked into so far.
 
Ok, as noted above I want to take a moment to justify some of the specifically new traits proposed.
Let's consider what new traits have been proposed and why:
  • Timid - A negative trait correlating to Aggressive. Such correlations were designed to 'flesh out' the various leader personalities. I felt that we have a pretty good set of positives and developing more meaningful negatives would mean mirroring the positives we have where appropriate. Timid seemed pretty appropriate. Afraid to attack.

  • Defensive - A positive counterpart to Aggressive. May have seemed like Protective said it all there but there wasn't a clear mirror in Protective. While aggressive isn't really just about tackling cities but rather about gaining the upper hand when on the attack, it seemed appropriate to have a Defensive trait for the opposing war-based philosophy. It also creates a very interesting synergy between Defensive and Protective AND between Defensive and its very mirror, Aggressive.

  • Cowardly - The natural Negative opposite of Defensive, a leader obsessed with fear of BEING attacked.

  • Pious - The inspiration for this was a flipping of direction in your own proposals that clearly indicated there were a few interesting ways to interpret the original Spiritual Trait. You momentarily proposed to INCREASE the anarchy time for changing religions under Spritual and when you did it hit me... there ARE two types of Religious embracing that come through as positive. One, which stays truer to the original Spiritual, thus remains named as such, is a seeker of truth, one who loves all faiths and considers them all valid and wishes to really understand them all, cycling through each being the 'current' thing to be 'in to' in time. His nation follows suit, embracing this search of truth.

    The other is Pious: "Be true to your faith whatever that faith may be!" which gains more intense bonuses for the selected religion and finding religious change to be much more difficult, but not gaining as much for religious hoarding and spreading all religions throughout the nation.

    Pious was necessary because such an outlook of pure dedication CAN be very positive and it doesn't feel right to pigeonhole the concept into the fanatic, which goes so overboard on the idea of religious commitment that he becomes nearly villainous.

    Let's just say I was thinking of Joe here on Pious, and my own views for Spiritual.

  • Zealous - a renaming of Fanatical to differentiate from civic applications and to pick up a more personality based term. Isn't a new trait otherwise. Between Spiritual and Pious as positives and Zealous and Anti-Clerical as negatives, I think we cover the spectrum of strong religious ideals.

  • Lazy, Greedy, Gluttonous - What I feel are obvious gaps in our negative trait selections and perfect opposing counterparts to Industrious, Financial, and Aggricultural.

  • Unrefined - Clearly a poignant negative counterpart to Creative. In fact, I had such a hard time finding ways to vary its inverse effects to Creative that it ended up being suggested as the only negative trait to be a COMPLETELY perfect inverse reflection of its positive counterpart.

  • Efficient - Someone said it earlier and it made sense to me... currently Financial is about gold AND commerce and the two should be divided into two traits with focus on each individually.

  • Excessive - Not new but gets a very large redirecting of purpose so that its clear what the trait is about. Currently, its clear as mud what its supposed to be indicating as a flaw in leader personality, and under the current outlook, its benefits far outweigh its drawbacks - I'll go for just about anything that gives me a free city attack promo! So this sharpens its definition to the leader that pork barrel spends his nation to death.

  • Naive, Ignorant - Again, these concepts seem entirely overlooked in our current negative traits structure as they are and they make perfect counterparts to Deceptive and Scientific traits.

  • Negotiator - A trait that focuses on TRADE and diplomacy as primary attributes. And finds a nice balance mirror with Isolationist as its opposite.

  • Innovational/Covetous - we had such a split over how we wanted to interpret Foreign that it was apparent both ideas on how to see that trait were equally valid but not combined into the same concept. Therefore Foreign split into Covetous and Foreign Born and new traits to mirror them made just as much sense thereafter. Innovational representing a leader that wishes to inspire his nation to BE the envy of other nations, Covetous representing the leader that can't think of anything great about his own people but sees wonder in everything exotic (a mental flaw of course and one so many people do seem to share.)

    You'll notice in the proposal that at Innovational, we start entering into trait proposals that I dub 'the Governing traits'. These represent governing philosophies and gain benefits in two or more categories of yields and/or commerces. All combinations of yields and commerces found a home in one or another Governing Trait. It makes these traits a more moderate and balanced approach over taking exceedingly specific trait selections like Creative, Industrious, etc... The variety of their benefits are wider and thinner but each still has a special focus that do not overwhelm the overall trait workup.

    Innovational is also somewhat paired with Negotiator (thus their relative location in the spreadsheet) in that it also has a trade focus and between the two of them you have the 'Trade' traits. The synergy in combining the two is quite powerful.

  • Modest - We had Megalomaniac but it didn't have enough game penalty specialized focus to make it feel or evaluate out quite right. Establishing its mirror, Modest, a trait that gains benefits in many areas but particularly in gold and espionage as he relies implicitly on his wise advisors, and has strong diplomacy as he does not attempt to push his way around on the world stage, set up the perfect counterpart to Megalomaniac and made Mega much easier to define with a game focus. Modest fits a necessary slot to make sure that all the lesser yield and commerce bonus pairings could find a perfect home.

  • Civilized - simply made a lot of sense as a mirror to Barbaric and was able to fill the same needs that I found Modest made possible. Civilized also found some unique game benefit in being an excellent route builder and as the best wonder building trait. And again, Barbaric was made much easier to give a game purpose by playing off of the reflection from Civilized.

  • Philosophical/Populist - aren't new but you were asking how to portray the Populist political concept and I found that it was a perfect mirror to the Elitist ideal of the upper class Philosophicalist (usually a secret society member promoting his own into positions of high education and power. (Game effect - best trait for generating GPs!)) The populist then is easily encapsulated by being the anti-philosophical who would prefer all people attempt to remain common and that governmental control be handed over to that common pool and taken away from any who would attempt to deem themselves superior. This isn't a BAD ideal but in government its simply not a terribly successful ideal unless its well balanced to the philosophicalist ideal such as you would see in a true Revolutionary leader.

  • Politician/Foreign Born - Again, both aren't really new but were drawn into a harmonious mirroring alignment with each other and found game effect focus by fitting it into the Governing Traits arrangements. Politician was given the particularly unique game focus of being the best trait for reducing and eventually (via steps up the chain) eliminating civic anarchy time. This was previously the domain of Spiritual in Vanilla BtS, but always seemed a bit odd there. The concept of the Politician as an expert at getting government to work his way and quickly was a perfect fit for this specialization, and its opposite, Foreign Born, the other half of the split on the current Foreign, was a perfect way to encapsulate the opposite end of the coin - the guy who the rest of the government and its people resists and fights at every turn because they don't trust his heritage, ideals and the direction in which he may take the nation.

  • Revolutionary/Usurper - I think the conversations that have been going on here regarding the meaning and spirit of the term Revolutionary as established as a negative trait certainly bring to light the necessity of splitting it into its positive half and its negative. This duality shows that its HOW you lead a people into the new future that matters. Those who fight for the people's will gain a solidly high morale nation and benefit greatly from it while those who take a nation's power and command it for their own tend to struggle with just the opposite. Again, these traits fit nicely into the 'Governing Traits' spread. They also found primary purpose in being the strongest/weakest in controlling Revolution breakouts in their own nation. Of course, without the Rev gameoption, they're a bit weak but I presume players will be able to make that determination for themselves.

  • Organized/Idealistic - not new and although Idealistic takes on new definition as the anti-Organized mirror, Organized stays fairly true to its original purpose and meaning - the best at reducing upkeep costs. It sits in a set of two pairs of Nation Growth traits.

  • Minimist - the negative counterpart to Expansive, which stays true to form as the best trait to enhance city planting and land development rate.

  • Charismatic/Temperamental - The pairing gives Temperamental something to mirror off of so it gains a comparable game purpose. Charismatic has always been a bit of a miscellaneous addon trait but it fits the Military/Diplomacy/Happiness role and becomes, as a result, a nice pivot trait for combining to gain synergy with nearly any other selection. Temperamental simply makes sense as its opposite.

  • Humanitarian/Cruel - Not new but takes a perfect symmetry when paired in a mirroring. Humanitarian also becomes pretty much to Health what Charismatic is to Happiness. So both sets are somewhat mirrors of the other.

  • Lawful,Scoundrel,Medical,Unsanitary,Environmentalist,Untidy - All a set designed to fully embrace the awesome game impact that our dynamic properties bring to C2C. These treat the property system as a big issue in our mod and don't brush them aside as an afterthought. They bring them front and center and state, unequivocally, that focusing on these details is just as important as military, happiness, health, yields, commerces, anarchy times, upkeep costs etc... and that they are important enough in their own rights to warrant the design of entire traits with the Properties as primary concepts. This justifies the property manipulators being used lightly elsewhere as here we have a very strong concept of tackling or being plagued by (in the case of negatives) the properties of focus.
 
Military Instructor - does not work because we don't have the code in place to use them. If you have one or more in a city any units in that city should

- be able to train as a new activity which costs some money per XP the unit gets
- fortified or stationed units in a city with less than one level should possibly be promoted ie get the XP necessary to get their first promotion.

Most mods that use this specialist restrict the number you can have in a city as well.
 
There are two specialists you can settle some heroes and your GG as
- Great Military Instructor (green) works
- Military Instructor (brown) does not work as the code has not bee ported to C2C
 
What code needs to be ported exactly?

I suppose it can wait a bit until we can open up more population specialist assignment options. I recall the development project that led to those lesser military instructors. I think it'd be really quite a good idea to include the idea in C2C! But there again we have that limit to worry about.

For now, according to the proposal, the settled great military instructor is sufficient enough to affect - won't be technically as balanced to the arbitrary valuation structure there but it should be so enough for now.
 
Ok... I just set this up so we can numerically suggest what we each feel the trait tag values would be worth and under what Flavor types said values would be established.

I have a feeling it would be fairly self explanatory but as SGTSlick points out, there may be some re-evaluation necessary of the base balancing factors here. So if you think anything's out of whack, simply explain how YOU would do it differently in a collumn of your own. Even if I haven't put you in there, simply right click and insert a collumn for yourself to add your own suggested restructuring of the value system.

A heck... just take a look and see what you can do ;)

Traits Tag Evaluation Master Document

BTW, here would be a good place to add new tag suggestions under the current 'still to be developed' tags already listed there.
 
@Thunderbrd

I just wanted to say that even if there wasn't the ability to choose our traits (which I think is beyond awesome!) that the fact there are so many types of traits is a breath of fresh air. So many times leaders have been the same old types of traits. Some even with the same combo of traits. Having not only so many but then the combo of each and then even beyond that with levels to each! :faint:

Lets just say if you select random personalities with your system you will never have the same AI encounter twice. I am just in awe of the scope of this. Hats off to you my friend. :hatsoff:
 
@Thunderbrd

I just wanted to say that even if there wasn't the ability to choose our traits (which I think is beyond awesome!) that the fact there are so many types of traits is a breath of fresh air. So many times leaders have been the same old types of traits. Some even with the same combo of traits. Having not only so many but then the combo of each and then even beyond that with levels to each! :faint:

Lets just say if you select random personalities with your system you will never have the same AI encounter twice. I am just in awe of the scope of this. Hats off to you my friend. :hatsoff:

Definitely Seconded. :high5:
 
I would love to have 54 traits, but in reality they will just be slightly different versions of the same thing, but with a different name. I think if you really wanted to have this many traits you still need to a) have more tags and b) reduce how many tags each trait receives.

If we were to do as you have suggested thunderbrd (which I think would suit your new leveling system and the new pure/no negative/normal traits ~ much better) then I think we should radically simplify them in terms of the tags that are used. Just 2 tags each I think should be plenty, then just flesh it out with some building modifiers / a promotion each(where possible & if desired) / specialist bonus(es) / worker modifiers (for certain improvements)

The important thing though imo, would be to not use the same tags very often, so we could simply have as you propose [ a positive trait ] - [ a symetrical negative trait ] and this way we could effectively halve the needed tags by using them in a positive way/negative way. That would mean roughly 54 tags (hypothetically). 54 traits times two tags each, divided by two (positive/negative).

Following this vein of thought - I personally believe that to have this many traits you need to specifically 'label them' based on what tags you have available. So if the only left over tags are to do with state religion - the trait would be called something to do with state religions.

Finally, I feel we should move away from the idea that the traits are describing the leader, but rather they are describing your civilization and its functionality.
 
Like I said in another thread, is there ANY chance to connect traits with UNLOCKING/ENABLING in-game stuff like civics or units???
Would make much more sense to have coherency between leader traits and civ civics.
Same for units and especially cultures (some).
With your ever-growing pool of stuff, there's no problem to tie some of it to traits, rather than in-game achievements.
Also, still waiting for STAFF to answer my suggestions there...
(Even if don't like it, just say THAT, don't ignore it, please.)
 
I would love to have 54 traits, but in reality they will just be slightly different versions of the same thing, but with a different name. I think if you really wanted to have this many traits you still need to a) have more tags and b) reduce how many tags each trait receives.

If we were to do as you have suggested thunderbrd (which I think would suit your new leveling system and the new pure/no negative/normal traits ~ much better) then I think we should radically simplify them in terms of the tags that are used. Just 2 tags each I think should be plenty, then just flesh it out with some building modifiers / a promotion each(where possible & if desired) / specialist bonus(es) / worker modifiers (for certain improvements)

The important thing though imo, would be to not use the same tags very often, so we could simply have as you propose [ a positive trait ] - [ a symetrical negative trait ] and this way we could effectively halve the needed tags by using them in a positive way/negative way. That would mean roughly 54 tags (hypothetically). 54 traits times two tags each, divided by two (positive/negative).

Following this vein of thought - I personally believe that to have this many traits you need to specifically 'label them' based on what tags you have available. So if the only left over tags are to do with state religion - the trait would be called something to do with state religions.

Finally, I feel we should move away from the idea that the traits are describing the leader, but rather they are describing your civilization and its functionality.

I wouldn't be against having more tags but why pigeonhole our development structure by trying to hold ourselves to only using a scant few on each? Does anyone else here feel that traits would be that hard to understand if they have more details? Perhaps some strategy descriptive text could help in this regard if you're feeling that traits lose their ability to be understood at a glance.

Furthermore, trying to think of this on a traits by tag definition really creates some screwball traits. As it is, all the traits in this proposal are carefully considered to have their own strong essence, and often, tags can be used in multiple ways and can mean differing things based on the way they're applied.

And we have 2 traits projects taking place here, this one, which is meant to indicate the Leader's personality and policies, and the Cultural Heritage Traits project which will be the nation's attitudes and accomplishments.

@CivFan: I answered some of your questions in the other thread. Some good ideas but nothing that can be worked in overnight of course ;)
 
I just felt it would make our lives easier, trying to fit what we have available to us into a trait can be difficult - whereas I thought fitting the trait into what we have would be easier.

I just think that it would be simpler in terms of how each tag relates to the trait if there were fewer used. I thought I had finally struck a bit of a sweet spot in this regard in my most recent version, it has less tags used generally in each of the traits, and those used make more sense in terms of how it is related to that trait.

If we are to expand it to 54 traits - its a pitfall we should be wary of, that's all im saying. I thought maybe limiting the number of tags we use on each trait would be one of avoiding this problem and to help simplify them.
 
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