Eukaryote
Deity
Okay, I guess you can change them, at least with conquerers. But what if you could do beyond what the editor lets you? What would you do then?
Heres what I would do:
Expantionist: Keeps the scout and the ability to make more scouts, but the useless goody hut thing is replaced with settlers that cost 1 pop and 15 shields. I consider this verson of the triat is more useful
Agercultral: Both aspects of the triat are replaced with these: Cheap Granery, Hospital, and Aqueduct. +1 food in capital. I consider this verson of the triat neither more or less useful.
Militaryistic: Only difference is your capital starts with a barracks, making this trait slightly more useful.
Industrious: Keeps the extra shields in metros, but the worker bonus is replaces with cheap factorys, power plants, and manufactoring centre. I consider this verson of the triat slightly less useful in vanilla, and neither more or less useful in conquerers. This also makes the triait useless for the first 2 eras.
Heres what I would do:
Expantionist: Keeps the scout and the ability to make more scouts, but the useless goody hut thing is replaced with settlers that cost 1 pop and 15 shields. I consider this verson of the triat is more useful
Agercultral: Both aspects of the triat are replaced with these: Cheap Granery, Hospital, and Aqueduct. +1 food in capital. I consider this verson of the triat neither more or less useful.
Militaryistic: Only difference is your capital starts with a barracks, making this trait slightly more useful.
Industrious: Keeps the extra shields in metros, but the worker bonus is replaces with cheap factorys, power plants, and manufactoring centre. I consider this verson of the triat slightly less useful in vanilla, and neither more or less useful in conquerers. This also makes the triait useless for the first 2 eras.