I just had a night of zero sleep with this topic rattling around in my brain every moment of it... I'm apparently having some trouble adapting to returning to work.
But I had a rather big epiphany as to what was really screwy about my valuations on the proposal in the first place.
I realized, and I know in so many ways this is much of what you and ls612 have been trying to convey, that not every tag is equally valuable during every era of the game. The values of a tag benefit CAN CHANGE as the game progresses. Some tags start off very strong and later in the game are rather weak, whereas others are quite the opposite. And the
fundamental flaw in my proposal plan has been that this aspect was completely overlooked. Instead, I struggled to evaluate the value of tags based on an overall impression of a whole game picture.
And I can see that what both of you are trying to infer here is that if we can restrict leaders to a few positive traits we can enforce that those positive traits will evolve and adapt, becoming not just stronger but more pertinent to the current situation as the game progresses.
I guess since this is the angle you're coming from, it shouldn't be a surprise that my approach has been ... insufficient.
To address this, one idea I had was to have every trait actually adapt over time - a modifier to each trait's layout applied at every era change. But then I considered the overwhelming amount of effort this would require both in coding and xml. ugh... no. Might be the best solution for an accurate blend of all our concepts but no.
I don't blame you for wanting to take the drag equation out of the picture either. It doesn't sit right with me as well because its not equally impacting all traits, just the ones focused on yields and commerces as primary benefits.
I still am, however, rather attached to the design concept that there should be that 'interesting decision': do I branch out into another trait and widen the scope of my benefits, or do I strengthen the ones I have? Get more dull tools or sharpen the same tool my strategy has been reliant on so far?
So it doesn't disturb me at all that the
potential is there to, after 5 trait selections, have a leader that has chosen 5 base level traits rather than to strengthen any of them. However, the AI leaders have been programmed to apply a fairly heavy additional weight to deciding to strengthen one trait chain rather than branch out and the higher the tier they've reached, the heavier that weight is to reach for the next one.
So, for example, if a leader has Aggressive II, he is rather unlikely to select anything but Aggressive III. This was assuming that at the pinnacle of our trait chains we'd be opening access to the best traits. I also assumed players would be compelled to branch out minimally considering the highest levels (what were initially going to be the combination traits) would be so potent.
BUT, I may need to adjust that a bit. Combination traits must be curtailed. And this epiphany I had made it clear that what I'm thinking along the lines of NOW is to adjust the valuation ratings on the tags and rebalance the proposal so that the first levels of a trait are, while not terribly weak, valued as if the game was in its opening stages.
Then the second levels of the trait would be worked up according to entirely different balance schemes on the tags and would be valued as if the game was in the late classical to early industrial eras.
Then the third levels of the trait would be valued as if the game was in the modern+ eras.
This means some tags in our traits toolkit would not be used at all on the first levels of traits because they would simply be too strong for that start game or weak for that start game.
Examples that immediately spring to mind:
Capital Commerce Modifiers - since all you have is your capital at first, this is just as good as a national commerce modifier at the beginning of the game, while lategame it isn't quite as influential to the whole picture.
Free Specialist (overwhelmingly strong in a newborn capital), Largest City Happiness (as above, same as happiness in all cities in the early stage of the game), even trade routes (useless in the very beginning but ungodly powerful in the later stages!)
But then there's those ones that don't really make a big difference what era its used in, or the ones that do and, while using it sparingly, is intended to. Most of these form what I considered the core of the main traits anyhow, the free promos, the yield and commerce modifiers (percentages scale pretty well for the whole game but not the static bonuses or penalties as those can have a very differing effect by era!)
So to summarize what could be fairly erratic thinking here as I just got no sleep and am about to go to work...
If we can take a moment to identify which trait tags operate on what kind of sliding scale (does it get more or less powerful as time goes on...), identify which ones to withhold for particular eras, and design our trait scheme according to that outlook, we can create a scenario where steps up in the chain can have both evolving scales and static increases and at the same time keep in tune with the pace of the eras as they advance.
Furthermore, the ai should be instructed in the earlier eras to select a few traits of specialty since they would gain the most benefit from the simpler versions in those eras of the game than they would from growing the traits they have, then as the game progresses, start wanting to build upwards on the ones they have. And we challenge players to read into the traits enough to see this factor at work.
Now... this means that I will need to do some coding magic, as mentioned earlier, so that there can, as ls612 suggests, be a completely different set of traits in play when the developing leader option is off that are an attempt to be more whole game generically balanced.
That doesn't mean the traits shouldn't be somewhat strong however, at least not where it comes to their core benefits like Yield/Commerce modifiers and promos which would basically just compound with doubling up of the same added benefit once again as you climb each trait chain. So a master of a given trait is truly powerful at one aspect of the game.
Keeping the developing leaders option in balance with the rest of the game as a whole? Well... alright perhaps our developing trait chains should be toned down a
bit and our core traits used outside of the developing leader option toned up a bit. But I think its fair enough that we can simply expect a more fierce game with some leaders having much faster progressions in some areas than others and our timeline will end up a bit skewed and you know what? That's ok. Thus why its a game option.
But I'll admit what I proposed would do far too much of that skewing for comfort. Which is a big part of why I wanted to do a rework of the proposal... so I could share in visible terms what I'm now thinking would be optimal.
But I
don't want to take away the No Positive Traits on Gamestart option because I would like to be able to play the developing leaders option with two starting fixed traits on leaders (playing without the No Positive Traits option already cuts out the first two trait selections that would come up if the option was on and suspends the first selection until you'd otherwise be making your third.) Reason: the leaders should be hand assigned initial traits based on their historical representation - they need to be anyways in the xml - and it can be nice to have the leaders be that attached to their originals even during a developing leaders option game. Therefore, Ragnar might become more than Seafaring/Aggressive (or whatever) but at least he starts that way so he can maintain his historical significance as a viking.
--> We'll look to implement some more balance 'symmetry' and evenness across all the traits. Including making changes to the current traits in play.
-- I want to clarify that our system will be level 0 traits with no negative - and then your leaders traits will be able to level up and negatives will come too?
What I think I may have failed to mention about these mirrored negative traits... it really came about as a reaction to feeling like the negative traits we currently have are completely floundering for game effect focus (a primary penalty all others revolve around). By attaching them to positive mirrors that had stronger game effect focus, I was able to find a suitable equivalent negative focus for them, thus for example: the Philosopher who was really good at speeding up GP rates helped the Populist to find itself in a position to be 'the trait that makes getting GPs nearly impossible'.
Then I started seeing how many other positive traits could use a similar negative mirror and a ton of new negative traits were thus discovered.
BTW, I'm also opening up to the idea that negative traits could similarly have chains since we seem to have near concensus in the other thread that we will be selecting 1 negative trait for every 3 positive trait selections. (BTW, 1 positive traits selection CAN mean removal of a negative trait previously selected, therefore, after 3 levels, you
could be left with the standard vanilla bts 2 positive traits.) And with this concept that tag uses could change by chain tier, perhaps the same thinking should apply with negatives somehow.
And I've yet to really decide on what to do about the first Negative Trait. I've been mulling over whether it's effects should be suspended until the leader gains his first positive trait selection (level 1), simply be in place from the beginning, or possibly be removed along with the positive traits if the no positive traits on gamestart option is on.
That last one would probably be the best option but would irritatingly necessitate a change in the option's name and a touch of an adjustment to its function - No
Traits on Gamestart. And it would remove the option to play with ONLY NEGATIVE traits, which we have now if you play with only No Positive Traits on Gamestart, but I doubt anyone would miss that much.
If your leader did manage to attain 5 traits hypothetically, I think it should be through some mid/late game events - to do with the environment sounds good to me. Like your untidy trait etc.
Barbarians aren't untidy? lol I have new trait setblocks that wouldn't level up in mind that would come up instead on tech prereqs as further options.
I definitely don't feel we should be introducing new events to add/remove traits at this point, not with how much option the system will give to strengthen or widen as it is. But unlocking side traits with either trait prereqs, combinations, or just techs straight up... could be intriguing side channels to go down rather than picking from what should be slightly weaker base original traits or just charging to the top of your trait chain before the next stage is really worth as much to you now as it will be in a future era.
So what do you guys think? Are we starting to get on similar pages here somewhat? I'm offering some serious concessions to you both here and asking for some in return. Is it enough negotiating for now until we see things in more concrete proposition formats?