I really don't think it makes all that much difference either way, all the traits are pretty good and its more about player/AI decisions rather than what traits they have, overall I tend to agree with you though thunderbrd.
Anything that unnecessarily makes the AI play less optimal is a bad thing IMO, and we should work to eliminate it. I see Thunderbrd's current AI implementation of Leveling Leaders as bad for the AI and so recommend against using it for now, especially given it also hasn't been fully balanced yet.
I think anything that unecessarily adds to the AI "think time" (like calculating traits to pick based on situation) is a bad idea. If the AI leader plays based on its normal tendecies than why would the idea of the AI picking traits based on its normal personality be a bad thing? How much could that possibly hamper the AI? I would be more concerned about the AI's use of heroes, surrond and destroy, hunting, etc unbalancing the game and those have been game options/features for a long time. Correct?
If you are recommending players not toggle on that option than basically you are advising people not to use half of the game options based upon the fact that the AI cannot effectively use those features compared to a human player.
Perhaps it wouldn't be... but the vast complexity of even attempting to get the AI to evaluate for a trait selection entirely based on its current situation would lead to FAR more processing than is necessary and would still not likely produce much more effective leaders but would certainly keep leaders from having any individual personality.Adding this to the AI would amortized over the course of the game add a few milliseconds per turn. Koshling just reduced AI 'think time' by 8% yesterday, which translates to 10 or more seconds in the later game. It is not a big deal really.
I just noticed Foriegn aren't receiving their freepoint per city.
Nor are deceiver's receiving their freeper city for that matter
I think the free trade routes are bogus too.
Currently in my game as Meiji (who should get +2 trade routes)
Cities get 1 trade route free if im not mistaken, then I have trails +1 trade route, and im using open borders +2 trade routes.
All these cities have 4 trade routes though, not the 6 they should have.
So seafaring +1 trade routes and foreign +1 trade routes isn't working.
Thats all the examining I got time for today sry.
BTW: I loaded a game that I saved the round before I got to make a trait selection so I could test the espionage issue you've reported. Before ending the turn I checked the amount of espionage being generated in the city (5). Then advanced a round and selected Deceiver which states it gives +3 Espionage per city. Then checked the amount of espionage being generated in the city (8 as expected). On a hoverover, it states the +3 is a free commerce bonus, which is the generic way of saying free from any number of possible sources, including Traits in this case. I suppose the display could be improved but the function is coming through correctly.
I don't, however, have a game established that I can test the trade routes. But I do have a save that I still have to look into where it was reported there were no foreign trade routes coming through so I'll see what's up with that one and it may be somehow related.
Tweaked traits for v29.
Removed slave specialist/citizen stuff from cruel and reworked the traits a lil bit.
Spiritual - removed bonus +1 hammer on priests.
Expansive - nerfed maintenance bonuses slightly.
Industrious - increased pollution but also increased the pop threshold.
Seafaring - extra -5% city defense
Probably a few other minor changes that I can't remember.
How exactly is Bombard Defense different to city defense?
<ElementType name="iEspionageDefense" content="textOnly" dt:type="int"/>
<ElementType name="iGoldenAgeDurationModifier" content="textOnly" dt:type="int"/>
<ElementType name="iHurryCostModifier" content="textOnly" dt:type="int"/>
<ElementType name="iEnemyWarWearinessModifier" content="textOnly" dt:type="int"/>
<ElementType name="iForeignTradeRouteModifier" content="textOnly" dt:type="int"/>
<ElementType name="iBombardDefense" content="textOnly" dt:type="int"/>
<ElementType name="iUnitUpgradePriceModifier" content="textOnly" dt:type="int"/>
These I wasn't aware of, nice![]()
How exactly is Bombard Defense different to city defense?