Howard Mahler
Since Civ 1
- Joined
- Dec 7, 2003
- Messages
- 619
A definite improvement from the first draft, but I still have some concerns.
Here are my comments and opinions.
Aggressive: You can now get rid of the +1 happiness from Stadium.
Creative: Might make more sense for +1 happiness for
Theater + News Press + Broadcast Tower.
Diplomatic: I would put the espionage bonus back as +2 per specialist.
Even with the espionage bonus as +2 per specialist, this trait was average or a little below average.
This trait otherwise needs a boost, for example, spy specialist get 2 science (they usually get one science).
Enterprising: Too strong.
For example, get rid of either 1 Merchant allowed or +1 movement naval and put back build advantages.
For example Double Custom House + Tavern + workboat.
Financial: The new idea of interest is clever; however, I think it is not a good game mechanic for a trait. Players usually know that a Golden Age will be coming soon and can increase their money on hand in anticipation. For example sell a bunch of Technologies. Also golden ages are longer for Humane and with the Mausoleum. (A golden age usually lasts 16 turns on marathon.) The 3% rate may be OK, but it is probably high enough to encourage the players to exploit it for all it is worth.
Interest might work better as a building (Bank is already taken) or Wonder, that applied for all turns, and had some maximum amount of interest you could earn per turn. This would kind of counteract inflation. It would make a significant change in game play, although there are already some advantages to holding money.
Interest should be shelved for now and considered for future versions.
I would instead put the free Merchant slot here in Financial rather than the idea of interest.
Can also have double Wall Street.
Judicial: I still think all Government Civics is a very bad idea for a trait.
It gives too much benefit very early; early benefits are very good.
Then later in the game it is useless.
I would strongly recommend getting rid of all Government Civics.
You can put in instead a bunch of double productions.
(Not new, but it works well.) For example,
Double Cemetery + Library + Jail + Courthouse + Security Bureau.
Organized: I think it would better without any double productions
of buildings. If you like, perhaps could alter to double Civic Square or +1 happiness for Civic Square.
Philosophical: Would be better without the +1 culture per specialist.
Progressive: Better than it was, however, much too strong.
Each of the ideas is good.
However, that is an awful lot of Great Persons.
It is much stronger than +100% great person growth.
Perhaps they could instead get a Great Person when they enter one era such as for example the Renaissance, or perhaps two eras such as Renaissance and Modern.
I think it would be fine and probably better if the Great Person were always a scientist.
Protective: I do not like either of the two new ideas.
Healing back to a fixed amount, even only inside cultural boundaries and after a combat victory is a poor game mechanic. It just does not make much sense. Having to heal back from severe damage the old fashioned way is better than introducing magic.
In contrast, free Medic promotions for certain type of units fits right in with the already existing game mechanic. Injured units will heal back faster than they would have, but not outside the current game mechanic. I suggest Free Medic I on Archery + Gunpowder.
Could instead give Medic II. This does not fit with the idea of defending the homeland as much as yours does, but again I think your idea is just not good.
Making it impossible to pillage improvements makes no sense. What is the explanation of how the Protective leader prevents this?
Somehow making it harder to pillage is at least plausible.
I doubt it is worth the bother, but requiring two or three actions to pillage (or giving each try a 1/2 or 1/3 chance of success) at least makes sense.
The +25% defense on cities was much better.
Please consider again the following possibilities:
Sentry on Mounted, Naval, Helicopter + Recon,
Interceptor I on Air Units,
double Well + Lighthouse + Smokehouse + Public Transportation,
+1 happiness for Harbor.
While I admire your imagination, I think on Protective you need to go back to the drawing board.
Spiritual: Much better.
Rather than double Cemetery, I would give double Temple.
Tactical: Interesting new idea. Will depend on how much gold per great general point.
I think it would be better that mounted get Flank I rather than Combat I promotion. I would also restore the Flank I for Naval.
Traditional: Too strong.
I do not like the plus buildings in capital. It gives too much advantage to large empires, quite often Civs who are already ahead and do not need the help.
(I also do not see that it fits well with the idea of the trait.)
I would definitely get rid of this.
+5 happiness in the capital is a very large early bonus, in many cases game breaking. It also persists and is a very good thing to have for the whole game.
Reducing this to +2 happiness in the capital would still be quite strong.
Consider again putting +2 culture per specialist.
Consider some double builds, for example
double Monument + Stadium + Civic Square.
Consider getting a Great Person when they build their special National Wonder (that starts a Golden Age).
Clearly these are just my opinions (without having looked at the comments of others.) I appreciate all the hard work you have put into this.
Here are my comments and opinions.
Aggressive: You can now get rid of the +1 happiness from Stadium.
Creative: Might make more sense for +1 happiness for
Theater + News Press + Broadcast Tower.
Diplomatic: I would put the espionage bonus back as +2 per specialist.
Even with the espionage bonus as +2 per specialist, this trait was average or a little below average.
This trait otherwise needs a boost, for example, spy specialist get 2 science (they usually get one science).
Enterprising: Too strong.
For example, get rid of either 1 Merchant allowed or +1 movement naval and put back build advantages.
For example Double Custom House + Tavern + workboat.
Financial: The new idea of interest is clever; however, I think it is not a good game mechanic for a trait. Players usually know that a Golden Age will be coming soon and can increase their money on hand in anticipation. For example sell a bunch of Technologies. Also golden ages are longer for Humane and with the Mausoleum. (A golden age usually lasts 16 turns on marathon.) The 3% rate may be OK, but it is probably high enough to encourage the players to exploit it for all it is worth.
Interest might work better as a building (Bank is already taken) or Wonder, that applied for all turns, and had some maximum amount of interest you could earn per turn. This would kind of counteract inflation. It would make a significant change in game play, although there are already some advantages to holding money.
Interest should be shelved for now and considered for future versions.
I would instead put the free Merchant slot here in Financial rather than the idea of interest.
Can also have double Wall Street.
Judicial: I still think all Government Civics is a very bad idea for a trait.
It gives too much benefit very early; early benefits are very good.
Then later in the game it is useless.
I would strongly recommend getting rid of all Government Civics.
You can put in instead a bunch of double productions.
(Not new, but it works well.) For example,
Double Cemetery + Library + Jail + Courthouse + Security Bureau.
Organized: I think it would better without any double productions
of buildings. If you like, perhaps could alter to double Civic Square or +1 happiness for Civic Square.
Philosophical: Would be better without the +1 culture per specialist.
Progressive: Better than it was, however, much too strong.
Each of the ideas is good.
However, that is an awful lot of Great Persons.
It is much stronger than +100% great person growth.
Perhaps they could instead get a Great Person when they enter one era such as for example the Renaissance, or perhaps two eras such as Renaissance and Modern.
I think it would be fine and probably better if the Great Person were always a scientist.
Protective: I do not like either of the two new ideas.
Healing back to a fixed amount, even only inside cultural boundaries and after a combat victory is a poor game mechanic. It just does not make much sense. Having to heal back from severe damage the old fashioned way is better than introducing magic.
In contrast, free Medic promotions for certain type of units fits right in with the already existing game mechanic. Injured units will heal back faster than they would have, but not outside the current game mechanic. I suggest Free Medic I on Archery + Gunpowder.
Could instead give Medic II. This does not fit with the idea of defending the homeland as much as yours does, but again I think your idea is just not good.
Making it impossible to pillage improvements makes no sense. What is the explanation of how the Protective leader prevents this?
Somehow making it harder to pillage is at least plausible.
I doubt it is worth the bother, but requiring two or three actions to pillage (or giving each try a 1/2 or 1/3 chance of success) at least makes sense.
The +25% defense on cities was much better.
Please consider again the following possibilities:
Sentry on Mounted, Naval, Helicopter + Recon,
Interceptor I on Air Units,
double Well + Lighthouse + Smokehouse + Public Transportation,
+1 happiness for Harbor.
While I admire your imagination, I think on Protective you need to go back to the drawing board.
Spiritual: Much better.
Rather than double Cemetery, I would give double Temple.
Tactical: Interesting new idea. Will depend on how much gold per great general point.
I think it would be better that mounted get Flank I rather than Combat I promotion. I would also restore the Flank I for Naval.
Traditional: Too strong.
I do not like the plus buildings in capital. It gives too much advantage to large empires, quite often Civs who are already ahead and do not need the help.
(I also do not see that it fits well with the idea of the trait.)
I would definitely get rid of this.
+5 happiness in the capital is a very large early bonus, in many cases game breaking. It also persists and is a very good thing to have for the whole game.
Reducing this to +2 happiness in the capital would still be quite strong.
Consider again putting +2 culture per specialist.
Consider some double builds, for example
double Monument + Stadium + Civic Square.
Consider getting a Great Person when they build their special National Wonder (that starts a Golden Age).
Clearly these are just my opinions (without having looked at the comments of others.) I appreciate all the hard work you have put into this.
Okay here is second draft of the traits. Changes since the last draft are in red.
AGGRESSIVE
• +100% wealth from pillaging and capturing cities
• Commando promotion for Melee, Mounted, Gunpowder
• +1 happiness from Barracks, Stadium
CHARISMATIC
• -25% war weariness
• +1 combat experience per battle
• +2 happiness per city
CREATIVE
• Allows 1 Artist in every city
• +50% Wonder production
• +1 happiness from Theatre, Tavern
DIPLOMATIC
• +1 espionage per specialist
• +2 relations with other civilizations
• +50% commerce from trade routes
ENTERPRISING
• Allows 1 Merchant in every city
• +1 trade route in every city
• +1 movement for Naval units
EXPANSIVE
• +1 food per city
• 50% faster production of Settler
• Double production speed of Harbour, Sewer
FINANCIAL
• +1 commerce per city
• 3% interest earned on wealth reserve during Golden Ages
• Double production speed of Market, Bank
HUMANE
• 100% longer Golden Ages
• +2 health per city
• +1 happiness from Aqueduct, Bath
IMPERIALIST
• No resistance in captured cities
• -33% hurry production cost
• +100% Great General emergence
INDUSTRIOUS
• +1 production per city
• +50% faster production of Worker, Workboat
• Double production speed of Forge
JUDICIAL
• All Government civics available
• +50% defense against espionage and spies
• +1 happiness from Jail, Courthouse
ORGANIZED
• Workers build improvements 50% faster
• -50% civic upkeep
• Double production speed of Library, Courthouse
PHILOSOPHICAL
• +1 culture per specialist
• +100% Great Person birth rate
• Double production speed of School
PROGRESSIVE
• Allows 1 Scientist in every city
• Free Great Person when advancing eras
• -50% unit upgrade cost
PROTECTIVE
• Units heal to 80% after combat victory in cultural borders
• Improvements cannot be pillaged
• +1 happiness for Walls, Castle
SPIRITUAL
• No anarchy
• Allows 1 Priest in every city
• Double production speed of Cemetery, Great Temple
TACTICAL
• All Military civics available
• Units earn wealth from combat victory in enemy territory
• Combat I promotion for Melee, Mounted, Gunpowder units
TRADITIONAL
• +5 happiness in capital
• -25% production for buildings already constructed in capital
• +1 free specialist per Wonder
Notes:
Financial: That 3% is compound interest per turn. Over the normal 8 turn Golden Age this would add a little over 1/4 of your starting amount to your treasury. So for example, someone with 1000 wealth at the start of the golden age would earn 266 wealth over the 8 turns in addition to their normal golden age boosted income. It's all compounded so the actual amount earned would be a bit higher. A player could earn even more by cranking the wealth slider up to 100% during the golden age but in doing so would not benefit from the golden-age boosted research/culture/espionage. The interest rate may need to be adjusted but I think this makes for a really interesting mechanic.
Judicial and Organized: I restored the civic upkeep bonus to Organized and got rid of the city maintenance reduction - it was able to stack with a variety of similar bonuses from buildings/civics/etc and proving a pain to balance as a result. 50% espionage and spy defense is the same as a Security Bureau and should mean that a Judicial leader is almost immune to espionage in many cases.
Progressive: Assuming I can make it work, the Great Person you get would be determined by the normal % ratios your civ is generating Great People at.
Protective: Some more experimental ideas for this trait. I don't want this trait to give offensive benefits (like March promotions) as it's not in theme and there are other traits for that. I chose these bonuses to be defensive but also to directly alleviate some of the flaws of playing defensively. Feedback needed for the right % to heal units to. Let me know what you think.
Spiritual: This trait was proving a struggle to find effective new bonuses for so I restored the "no anarchy" bonus. This also allowed me to shift the Government civics bonus to Judicial which suits it more than Progressive.
Tactical: The wealth earned from combat will be based on experience earned, i.e tougher units yield more wealth. I think this suits Tactical better than increased wealth for capturing cities. I gave that to Aggressive as it needed a boost and it fits in perfectly with the theme of that trait.
Anyway, let me know what you think, especially if any still strike you as much too strong or too weak. Some of these bonuses will take some time to code and test but hopefully it won't delay 0.9.4 too long.

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