How I wish the traits could be

I think Aggressive would be alright if mounted and armor units got a free combat 1. Protective needs more help however. What would be cool is if protective military units recieved +1 movement range if in their own territory.

That'd certainly make it way easier to protect your empire.

But I worry if It'd be overpowered. Imagine having your SoDs ripped apart after one-two turn(s) in the enemy's territory :lol:

Meh, I'd have to play it before making any judgement. Sounds good in theory though.
 
It would be powerful on attack too, you'd be able to get reinforcements to the front much faster.

I suspect it would be too good.
 
Hmm. Well, if you have a huge empire with lots of military-cities all over the place, I could imagine that being a huge advantage :lol:
 
I don't agree much with most things in the OP and feel some those traits would be worse than the way traits currently are. Here's what I would do:

Spiritual - remove Cristo Redentor, remove Golden Ages granting no anarchy. Also remove Apostolic Palace but that's a given, every thread ever created about modding BtS should also begin with "remove Apostolic Palace but that's a given"

Creative - already good

Philosophical - already good

Financial - already good

Expansive - remove Worker production bonus, give cheap Aqueducts, or just +3:health: instead of +2

Aggressive - It's good, maybe add cheap stables

Protective - revise military and unit upkeep system. City Garrison promotion line grants free upkeep to certain types of units, other military becomes more expensive. Thus a real edge in standing armies for a protective civ - other civs can build archers/gunpowder units too of course, just becomes an advantage for them

Imperialistic - No settler bonus. Revise civics. State Property does not affect maintenance, can still affect corps, grants +1:food: to farms instead of workshop/watermill. Workshops also lose 1 hammer somewhere too, probably from Caste System. Imperialistic grants reduced maintenance from distance to palace. Representation loses +3:science: (move to +1:science: +1:gold: for all specialists at Printing Press or similar) and grants reduced maintenance from # of cities.

Charismatic - it's good

Organized - it's good

Industrious - it's good
 
Expansive was +3 health originally but it was nerfed IIRC.
 
Yeah, I know, they gave it the worker production bonus instead, and I despise worker and settler production bonuses. At the very least the brokenness where they apply only to hammers and not to food is just silly, and really screws with players not knowing that - anything that introduces absolutely needless micro is annoying.
 
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