How I wish the traits could be

bhavv

Glorious World Dictator
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This is just how I wish I could modify the traits in Civ 4 to make them more interesting and worth playing. The changes I suggest are ones that go on top of the current function of each one:

Aggressive: +50% faster production of Stable, free Combat 1 for mounted and armored units.

Creative: +1 :) per 20% culture rate

Expansive: 50% faster production of Aqueduct

Financial: 50% faster production of Market, Grocer, Bank

Industrious: 50% faster production of Factory, Industrial Park

Organised: 50% faster production of Recycling Plant, remove factory bonus.

Philosophical: No change

Spiritual: +50% production of Monasteries

Imperialistic: Start the game with an extra settler

Protective: +25% defense in all cities (doesnt obsolete), all units take 20% less collateral damage.

Charismatic: No change
 
Imperialistic is WAAAAAYY overpowered.

Deity Imperialistic AI would get 3 settlers at the start!
 
Oh, what do you think would make Imperialistic better then without overpowering it too much?

I just wanted to try and make them all more worthwhile.

I were just playing as Sury to try and build some massive specialist economy cities, and thought 'Now why cant those barays build faster, I am Expansive and thats kind of like an Expansive building'. It would also benefit Mehmed as well who is really powerful, but he wouldnt have the bonus to factories anymore to balance that (factories should have been under Industrious anyway).

Same when playing a Financial leader, I always thought 'I'm financial, so how come those Financial buildings arent cheaper?'.
 
Financial used to give half price banks (England had half price stock-exchanges as well), this was too powerful.

Markets and Grocer half price as well would be ridiculous.
 
Financial used to give half price banks (England had half price stock-exchanges as well), this was too powerful.

Markets and Grocer half price as well would be ridiculous.

Oh, I didnt realise that Financial already gave 50% faster bank production.

But going by that, Organised is currently a lot more powerful than many of the other traits, as is Philosophical.
 
It doesn't give half price banks any more. That was changed in a patch (or was it when warlords expansion came out).
 
You basically just made all the traits way better (except for Philosophical).

But going by that, Organised is currently a lot more powerful than many of the other traits, as is Philosophical.
How?
 
You could mod the game to make those trait characteristics available, but it would heavily skew the game in your favor in some cases. Especially at lower levels where the AI doesn't get a whole bunch of bonuses, and maintenance discounts.

Unless you were facing a large, well developed AI civ, you would probably steam-roll the opposition quite quickly. The AI isn't as smart as we are, and it can't maximize its use of traits.

If you don't get your knickers handed to you on occasion, where is the fun in the game? It's supposed to be challenging...
 
Unless you were facing a large, well developed AI civ, you would probably steam-roll the opposition quite quickly. The AI isn't as smart as we are, and it can't maximize its use of traits.

Depends on the passiveness of the benefit. If you modify Financial to have +1 more :commerce: for its cottages, the AI will adapt to it. It takes trait yields into account, AFAIK.

A Python-coded benefit which gives a free Great Person if you spell the letter N with your Great General's movements? Not so much.
 
A Python-coded benefit which gives a free Great Person if you spell the letter N with your Great General's movements? Not so much.
Oh great. So now I have to take that out of the next version of BAT, too? :lol:

The next thing that you "purists" will be asking for, is that I remove the "Pocket Nuke" that all of the player's spies are equipped with. :p
 
Oh great. So now I have to take that out of the next version of BAT, too?

From feeling of compassion to the poor, exploited masses of AI in your games, I'd better not give you any more ideas... ;)
 
From feeling of compassion to the poor, exploited masses of AI in your games, I'd better not give you any more ideas... ;)
Let them eat cake. :lol:
 
huh? made them all better??

an entire trait just to give a 50% faster production of AQUEDUCTS????

sorry, but that's plain ********. I almost NEVER need aqueducts until I'm nearly to Supermarkets already. lol.
 
I pretty much always am in need of aqueducts. I tend to industrialise pretty heavily.

Also, that is +cheap granaries and workers.
 
huh? made them all better??

an entire trait just to give a 50% faster production of AQUEDUCTS????

sorry, but that's plain ********. I almost NEVER need aqueducts until I'm nearly to Supermarkets already. lol.

These extra bonuses are in addition to their current benefits.

bhavv said:
The changes I suggest are ones that go on top of the current function of each one:
 
The traits are generally well balanced, being significant, but not in a way that you are forced down certain paths. Some are stronger, some are weaker, but minor tweaks would be better.
I don't think any of the traits need such radical changes, but these are the worst:

Aggressive: +50% faster production of Stable, free Combat 1 for mounted and armored units.
Imagine the keshik rush :eek:. Those things are plenty strong already. Also quite a boost to chariots..

Financial: 50% faster production of Market, Grocer, Bank
This would just be gamebreaking.

Imperialistic: Start the game with an extra settler
Are you serious?
 
Imperialistic would way unbalance the game. You would get your economy going way faster - down to 90% research, but still more research than just one city, the ability to build wonders, buildings, and an army, as well as the ability to expand farther, sooner.
 
Honestly, Aggressive and Protective are the only traits that need to be improved. For protective, maybe walls should produce +1 :espionage:. If that turned out to be overpowered, it could replace the production bonus. For aggressive, I don't know, maybe we could have units heal faster in enemy territory? That would offer little advantage for short wars, but it would be pretty nice for large-scale invasions.
 
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.
 
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