If you can change the Civ 3 triats, what would you do?

i would consider making all the traits a little more powerful than they currently are (maybe except for agri). it would make the character of the game more variable with respect to what civ the player starts with. of course the more powerful the traits are made the more critical it becomes that their strengths are well balanced.
 
i'd get rid of the expansionist and sefaring traits. esp the seafaring traits. i play on huge pangea maps. seafaring does me no good on such a map. and i dislike expansionist, i play multiregicide so i use my kings as scouts.
 
I wouldn't actually change the qualities of the traits, but I'd like to be able to choose one or more of the traits my civ has. I'd like to play America as Industrious and Scientific, or Industrious and Agricultural. And it would be nice to even have a combination of 3 traits, instead of only 2.

If choice were allowed, then perhaps some or all of the AI's could be assigned traits randomly.

Some choice in UU's might be fun as well.

I think choice is what they tried to provide in Civ4 with several civs having more than one leader. Too bad I don't care for the gameplay in Civ 4. :(
 
gmaharriet said:
I wouldn't actually change the qualities of the traits, but I'd like to be able to choose one or more of the traits my civ has. I'd like to play America as Industrious and Scientific, or Industrious and Agricultural. And it would be nice to even have a combination of 3 traits, instead of only 2.

You can do that in the editor.
 
Turner said:
You can do that in the editor.
Really??? You know in all the time I've been playing, I've never looked at the editor. I've been sooooo sure I'd mess up the game and never get it back right. I'd probably even mess up a back-up file. :blush:
 
You're playing Complete, right? In Conquests, you can't save over the default rules, so you'll be okay.
 
Right.

I was thinking that saving over the rules wasn't allowed because the program does a checksum to determine if the rules are the default ones or not. For the city and palace views.

You *can* overwrite the default rules. Just make sure you copy the conquests.biq file to the desktop or someplace. Then if you screw it up, you can just copy it back from the desktop. Reinstalling would also work.
 
Thanks for the suggestions, but I'm totally software-challenged...always sure I'll lose a file or overwrite something important...and a reinstall would be a nuisance. I'd better leave well enough alone. :p At least I've learned that it IS possible to do.
 
Well, mess around with the rules. Then go to 'File, Save As" and call it whatever. Then go to your Civ-Content option in the main menu, and load the file.

First thing you want to do with the editor is find the 'Custom Rules' option, and turn it on. It's in the drop down menu, and I don't remember which one. Once you turn that on, you can mess around with the rules. There should be a drop down box that's greyed out until you turn on the Custom Rules. In that box, select 'Civilizations', and then you can pick America and change the traits. Once you've changed those to 'Scientific' and 'Expansionist', click on the close/accept/ok button (been a while since I've been in the editor, sorry) and then go to File/Save As and save it as whatever you want.

A nice small step to introducing yourself to the editor.
 
ThePrankMonkey said:
i'd get rid of the expansionist and sefaring traits. esp the seafaring traits. i play on huge pangea maps. seafaring does me no good on such a map. and i dislike expansionist, i play multiregicide so i use my kings as scouts.
Try playing on acripolea... er islands, then pangea normally. Do this without using seafearing or expansionist. Make sure all your opponents have these traits(no, not both!). Then tell us to get rid of them.
 
Weird_bug said:
Try playing on acripolea... er islands, then pangea normally. Do this without using seafearing or expansionist. Make sure all your opponents have these traits(no, not both!). Then tell us to get rid of them.

Oh, and turn off multi-regecide too.
 
ThePrankMonkey said:
i'd get rid of the expansionist and sefaring traits. esp the seafaring traits. i play on huge pangea maps. seafaring does me no good on such a map. and i dislike expansionist, i play multiregicide so i use my kings as scouts.

I assume you mean that, if you wuz da :king:, you'd eliminate those traits from your copy of the game, not from everybody else's right? :eek: :lol:

For yourself, you can just go ahead and actually do that (remove the traits from your games), as discussed higher up, so knock yourself out! :)

Lo5
 
Expansionist: no change
No Granary/settler discounts, the difference it too huge for the early game

Agricultural: no change

Militaristic: I agree with Drool with the Barracks. You also dont pay maintanance for the one in your capital. Everything else the same plus this add on.

Industrious: half price factories, power plants, manufacturing plants, (The trait says cities and metros center tiles produce more shields, but I have not seen this happen). Instead Each center city square should produce 3 shields, and each metro center tile should produce 4. Everything else the same.

Commercial: Marketplaces/Banks/Stock Exchanges half price. Everything else the same

Religious: maybe a temple should produce a happy face, cathedral produce 3 happy faces, no discount on building them. Everything else the same

Seafaring: double the rate ship/naval vessels speed, everything else the same
 
Weird_bug said:
Try playing on acripolea... er islands, then pangea normally. Do this without using seafearing or expansionist. Make sure all your opponents have these traits(no, not both!). Then tell us to get rid of them.

i started out playing this game solely on archipelago maps....and did fine before the seafaring trait came along later.

i got along fine without the trait before and now that some civs have this trait i wont use it. and before i get the requisite "change the traits if you dont like it" comments i prefer to play the game as is even if i dont like the traits. i may not like those traits but it doesnt annoy me and i see no need to change the game. i still have fun playing the game regardless.:)
 
Drool4Res-pect said:
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.

I think you can go work for Firaxis. First industrious was overpowered, so they weakened it. They then made Agricultural 3 times as powerfull as industrious had ever been.

You do the same. You weaken agricultural drastically, making it more fair with the other traits. (although you don't seem to recognise the weakening)
And you want to make expansionist trait so damn powerfull that even a noob will own SID level with it.
 
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