Ideas for New Civ Traits

mutax2003

Rider of China, 4-3-3
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Oct 26, 2005
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I am thinking it would be great if they are include some extra civ traits in the expansion game.

(1) Optimistic: 2+ happy face, half cost theatre, double shield output from pop rushing

(2) Scientific: 100% birth of great scientist, half priced library and university, double shield output from cash rushing.

(3) Seafaring: 3+ movements on all navel units, half priced navel units, harbour, and lighthouse

(4) Agricultural: 2+ food on all plot, half priced granary and worker

Just some of my ideas, what do you guys think? Also, quick question, with 4 new traits, how many new combinations of expansion civs can we have?
 
I think that a few of your trait benefits are overpowered. For example, I too would like to see a seafaring trait...but +3 movement is pretty powerful. Maybe a +1 commerce in coastal tiles (a la Civ III), and +1 movement to sea vessels. Half price dry docks and lighthouse or harbor.

I think your agriculture traits may be a bit overpowered a bit, too. Instead of giving extra food for every plot, maybe give the benefits of biology and civil service immediately...that is, can place farms where you don't have access to fresh water, and 'chain' farms before you get to civil service. Maybe give +1 health per farm, as well. Or...allow farms to be built on hills (though I suppose that is basically a windmill, huh?)

The other post was right about philosophical effectively being scientific...

I'm not convinced - either way - about the idea of an 'optimistic' civ.

But I will ask...what is your apparent obsession with doubling shield output from rushing? Are you impatient?

There it is...the 'Impatient' civ trait. All units immediately receive three promotions (without the hassle of barracks or civics), and rushing (pop or gold) receives double shield output.:rolleyes: :cool: :rolleyes:
 
I'd like to see all the civ traits back again.

Maybe even a few new ones?
 
I guess some of my suggested traits can be toned down.

Well, expansive has 2+ health, so I think we can have 2+ happiness as well (optimistic). Maybe 1+ food on all tiles for agricultural, and 1+ plus movement for navel units for seafaring.

To Lord Olleus: We are trying to have an intelligent discussion for possible new traits. If you don't have much to contribute in terms of new ideas or improvements, please refrain from posting.
 
mutax2003 said:
(4) Agricultural: 2+ food on all plot, half priced granary and worker

O my gawd this is over powered. Now there's no reason to have anything but cottages anywhere. Every single plot can support a cottage.

Food is arguably the most important resource in game, because it governs how much of everything else you can have. If you were going to do something with food, the absolute MOST you could allow would be to make it so that all tiles have a minimum of 1 food on them. Thus Plains/Hills would be great and deserts wouldnt suck as much.

Of course, there'd also have to be the ability to improve desert tiles like other tiles, else they'd just continue to be wasted tiles.
 
Perhaps agricultural civs could get an extra food from food resources. This would be more accurate, since I can't think of any that have existed in food-poor areas.
Or perhaps you could argue that it is the resources that determine whether a civ is agricultural, and that it shouldn't be a trait.
 
I agree with the others, they are interesting ideas, but should be toned down a bit.

[Agricultural] - All Farms recieve "irrigated" bonus. Half price production for Granary and Grocer.

[Seafaring] - +1 Movement for all Seafaring Vessels and +1 Commerce to all Coastal Tiles. Half price production for Harbor and Lighthouse.

Those sound solid? Or needs more fine tuning?

The Expansive trait would have to reworked as its two bonus buildings are the Granary and Harbor. The Organized trait would also have to be redone a bit as it has the bonus building Lighthouse. Traits sharing the same bonus buildings would really cheapen them, in my opinion.
 
granary, harbor & lighthouse are already covered by expansive & organized.

By your system a civ that was agrigultural and expansive would wipe the floor with everyone. no reason to play, just log a win in the HOF and go watch TV.
 
Couple more ideas:
Isolationist: Units (that get them) get free city defense promotion. Can't have open borders or defense pacts. +1 culture from cottages.

Racial Purist: Cities with 100% nationality double output. Conquered cities remain in disorder twice as long (this goes both ways - your cities captured by other civs and cities you capture as well). Note: The double output bonus doesn't take affect until contact with another civ is made.
 
Dark Helmet said:
I agree with the others, they are interesting ideas, but should be toned down a bit.

[Agricultural] - All Farms recieve "irrigated" bonus. Half price production for Granary and Grocer.

[Seafaring] - +1 Movement for all Seafaring Vessels and +1 Commerce to all Coastal Tiles. Half price production for Harbor and Lighthouse.

Those sound solid? Or needs more fine tuning?

The Expansive trait would have to reworked as its two bonus buildings are the Granary and Harbor. The Organized trait would also have to be redone a bit as it has the bonus building Lighthouse. Traits sharing the same bonus buildings would really cheapen them, in my opinion.

Those sound the best :goodjob:
 
Dark Helmet said:
[Seafaring] - +1 Movement for all Seafaring Vessels and +1 Commerce to all Coastal Tiles. Half price production for Harbor and Lighthouse.
This one sounds good. All the others mentioned are too powerful.
 
Dark Helmet said:
I agree with the others, they are interesting ideas, but should be toned down a bit.

[Agricultural] - All Farms recieve "irrigated" bonus. Half price production for Granary and Grocer.

[Seafaring] - +1 Movement for all Seafaring Vessels and +1 Commerce to all Coastal Tiles. Half price production for Harbor and Lighthouse.

Those sound solid? Or needs more fine tuning?

The Expansive trait would have to reworked as its two bonus buildings are the Granary and Harbor. The Organized trait would also have to be redone a bit as it has the bonus building Lighthouse. Traits sharing the same bonus buildings would really cheapen them, in my opinion.

Don't change around organized or expansive! Although perhaps a reduced settler unit rather than granary would be more reflective of expansiveness. Otherwise, those are well-balanced.
 
Mutax and Sligo,

Thanks for your ideas, I think anyone trying to come up with this stuff is helpful!

However, I don't think the specifics of your ideas work too well. Mutax, as others have said, I'm pretty sure your traits are overpowered.

+2 happiness seems a lot better than +2 health. Of course, +2 food is just really powerful. Food is SO important, but some of the modifications people made are good. Even the limited +1 it gave in Civ 3 was probably overpowered. You can think of thise kinds of ideas too, like a +1 for desert, or a +1 for food for a farm connected to a river, etc.


Sligo, the issue I have with your traits is that they overly FORCE a strategy. A racial pursit is pretty much forced to be a builder, for instance. I guess thay can was by burning cities, but obviously, they are much stronger for building.

As builders, 100% extra procution seems to be very powerful. How about a +20% or so?

Breunor
 
True... I think these would be interesting AI traits, too. Just think: Leader: "Pat Buchanon" Traits: "Financial/Isolationist"... Seems realistic, though Mr. Buchanon was never a leader - it's just an idea.

One thing we don't see in Civ is something that happened in the 20th century with Socialism: For the first time in history, a country built walls to keep its people in rather than to keep invaders out. It would be interesting to see this type of condition set duplicated in the game, though I seriously doubt any player (i.e. non-ai) would ever choose such a trait (or civic, as the case may be).

- Sligo
 
I thought up one a few weeks back: "Cheesy" or "Bogus."

Advantage: Builds everything more cheaply.

Disadvantage: What gets built is inferior. :-D

I was going to post two photo examples but haven't been around to photograph the second one yet. First example -- build Eiffel Tower, get King's Dominion theme park's stubby, horribly distorted Eiffel Tower. Second example -- build SDI, get a lot of heavy steel garbage dumpsters (with "SDI" painted on the side) to climb into when the other guys drop the big one.

(Historical footnote: It was seeing a dumpster proudly proclaiming "SDI" that started this train of thought. Didn't have the camera with me at the time.)
 
That's sweet! I'd call it "Disorganized" perhaps? You can use the same garbage dumpsters for bomb shelters, too.

And for hospitals, have them be quick-stop med clinics.

- Sligo
 
Righty, here they are.

Cheesy civ's Eiffel Tower:
cheesy_eiffel.jpg


Cheesy civ's Strategic Defense Initiative shelter:
cheesy_sdi.jpg
 
My ideas:

Diplomatic: Leaders who are smart in avoiding confrontation (opposite of aggressive) and take advantage of a relationship. +2 rating in diplomacy; 10% bonus in tech trade (exact figures need to be tested to avoid over- or underpowered); results of goodie huts as if one level of difficulty lower.

Adaptive: Leaders who perservere and make the most out of difficult situations. +1 shield in jungle tiles and workable tundra tiles, +1 gold in workable desert tiles. Half cost building hospitals and recycling plant.
 
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