Imperialistic trait

well when you compare Phil to Imp in Accumulating points towards their Great Person.

Phil has it easier becuase they have specialist, Pathenon, Pacifism and wonders.

While all the Imp leader has is the Great Wall and that only works within boarders.

I think there should be other methods to increase GG output, maybe give it a Civic, Vassalage? Nationalism?

Should we have GG point accumulation without war through Soilder Specialist and Wonders???

What about a Special Promotion where that Unit accumulates Double GG points points, from every won and survived battle.

and possibly a Late national wonder that gives that Double XP towards GG Promotion for free.

hmmm... I cant think of anything else that can boost GG points.
 
I disagree with boosting the capital city because the bonus doesn't "scale" with regards to the map size or the size of your empire. On smaller maps with 2-5 cities per civilization, the bonus will have a greater impact than on much larger maps with ~10 or more cities per civilization. The other traits scale with your civilization--cheap buildings in every city, for example, or Financial's "tile-based" ability--the more tiles you work, the greater the bonus.

Your right about that, it doesn't scale automatically for map size. Perhaps if you made the bonus scale dependant on the number of cities you have? Plus 1% per city would be fair. Thus a civilization with 10 cities is getting 10% bonus to production/Commerce, while one with only 3 cities isn't getting nearly that much.
 
As other people have already mentioned (in this thread, I believe), the problem with having a trait affect trade routes is that the open borders agreements then favors one Civ over the other. A smart AI or human player then would not open borders with an opponent who receives higher income from the trade routes. It makes the trade routes asymmetrical, which means that leaders would be irrational to open borders with an opponent who would benefit more from the open borders. If you play multiplayer with a leader who has a trade route bonus, nobody would open borders with you.

I don't disagree with you, but I was more trying to come up with SOMETHING to help out Imperialistic. Brainstorming often spawns other ideas.

I have a few more ideas. Since I'm not particularly good at the game, I can't say how balanced these will be.

- Imperialistic gains GG points automatically, without the need for units to fight (a lower amount than via fighting, so GGs can truly be the providence for this trait).

- Cities farther from your capital has a slightly lower upkeep cost (Organized still get the cheap Courthouse. This merely lowers the cost from distance by like...I'm not sure what the proper percentage should be...maybe 10%?)

- Trades routes gains +1:commerce: (so even if opponent close borders, your own trades routes to your other cities still work).

- Your cities resist opponent's culture growth (I have no idea how to do this. +:culture: is already done via Creative trait, so I was thinking of some sort of resistance to another civ's culture growth).

- Your Jails and/or Courthouse +:culture: or :) (like monuments and broadcast towers adds +1:) with Charismatic).

- +50%:hammers: to Custom House and/or +50%:hammers: to Executive (so now this traits gets some advantages in the late game in addition to the Settler bonus early).

- Better relations with colonies (since we don't know too much, I have no idea if this is good or not).
 
They need to allow the GG to build academies again from day one, no Education. The MA was perfect for your future soldier factories, one in the city with West Point and HE, another in city with Ironworks.
The GG itself is great, love to get morale or commando promotions instantly.
Wish they had a bonus to jail production or road construction, that'd be pretty good.
Maximize the power for a great general, and suddenly getting more of them feels better. The Settler production, btw, is great because you can whip your population and kill less members, keeping cities productive while rushing settlers.
 
Watiggi:
I still believe that the extra 30% gives it some long term viability and IS a plus for the trait. Making the change may 'boost' the begining, but it'll kill that longterm viability by reducing the overall number of GG's that Imp is capable of getting. I don't believe that the change is in Imperialistic's favour - especially with the other xp generating wonders and what not that are available. Letting Imp capable of accessing more GG's than non Imp leaders helps it to get those extra xp plus have a shot at the wonders. Again this change makes it more short term and kills it's longterm capability. Overall, it's a nerf - NOT an improvement.

I'm aware that imperialistic will be capable of less great generals overall. But, as I've said, by the end game I don't really see that imperialistic is getting much value out of those extra great generals.

This has been split into two parts but the wording remains unchanged (except for one typo):

1) At the end of a game 30% extra great generals doesn't mean much at all. Reason? By that stage there are so many other ways to get the bonuses offered by great generals. So many ways for non-imperialistic civs to dilute the advantages offered to imperialistic civs. West Point, the Pentagon, heroic epic, dry docks, factory, power plant, ironworks, theocracy, vassalage, police state.

2)It's even more diluted by the fact that successive promotions require more and more XP so that non-imperialistic civs can easily reach a point where they produce units of the same experience level despite having less military instructors. Imperialistic's bonus to great general production gets more and more dilute as the game goes on.

I am merely stating here why I don't think that imperialistic currently offers much of a late game advantage to a civ anyway - why maintaining that aspect of imperialistic trait is not all that important to the overall value of the trait. Why reducing the total number of extra great generals at the end of the game that an imperialistic civ has over a non-imperialistic civ is not seriously detrimental to the trait's worth.

Watiggi:
Trust me, giving it a little more boost at the begining, at the cost of the overall number of GG's that Imp can get, will be a detriment to it. But I'm getting the feeling now that I'm talking to an Imp player who doesn't start war until West Point.... If that's the case, then I can see why you think it's an improvement.... and why I'm wasting my time justifying my argument. When I was refering to using the first GG as a Warlord, I meant for the Warriors and/or Axemen, not for a level 6 unit that's for a building that's eons away. Instant CRIII Warriors/Axemen go a long way at the begining.

No, I don't believe it will be to the detriment of imperialistic since I don't think the late game extra great generals are all that significant and I do think that getting great generals earlier than your opponents is much more significant.

Your suspicions about my prefered timing of warfare are innaccurate (and somewhat bizarre since I've made a point of saying that earlier great generals are one of the big advantages of imperialistic). I find gunpowder warfare boring and predictable compared to the earlier eras. I would usually choose multiple city raider II units over two or three city raider III units.

Watiggi:
You seriously underestimate the '30%'. I go to war right from the word go... well after 5 or so warriors anyway... and stay at war in one form or another all game. The extra GG's add up after a while. I've had nearly 9 GG's (18xp away) - and that was still with a good 110 turns to go. They're worthwhile, but this change will kill all that and nerf it significantly.

Do you get any use out of the cheap settlers?

Also are you looking at imperialistic's late game value as being the total number of great generals generated or the extra great generals generated as a result of playing as an imperialistic civ?

--------------------------------------------------------------------------

New point:

The difference in great generals between imperialistic civs and non-imperialistic civs after the change won't even be altered by very much anyway (though I would maintain that the extra great generals are not all that important by that stage).

I did a check using the ridiculous assumption that the extra points required for each great general would double from 30 (at normal or epic) to 60. Typically the reduction in the difference is only a single great general (1). Quite often there is no reduction and occassionally there is actually an increase (2).

(1) Even if a player managed to put a total of between 1365 and 1574 XP towards great generals the total difference in great generals produced reduces by just one. Currently that is the thirteenth great general for an imperialistic civ and the ninth for a non-imperialistic civ giving the imperialistic civ 4 extra great generals. Doubling the points required for each great general would mean that an imperialistic civ would get nine great generals and a non-imperialistic civ would get six giving the imperialistic civ 3 extra great generals. That's a total change of just one great general.

(2) Doesn't happen often but take the case where a total of between 300 and 314 XP are put towards great generals. that's five and four great generals for an imperialistic civ and a non-imperialistic civ respectively under current rules giving a difference of just one great general. Doubling the points required for each great general would mean four and two great generals for an imperialistic civ and a non-imperialistic civ giving a difference of two great generals.
 
Spoiler :
Code:
Assumes 3 GGxp given per battle for non Imp. 6 GGxp for Imp.

Current system 30/60/90/120/150/180/210/240/270/300 (total 1560xp for 10 GG's)
Doubled system 60/120/180/240/300/360/420/480/540/600 (total 3300xp for 10 GG's)

--------------------------------------------------------------------------
					|
		Current System		|	Doubled system
					|
battles		non Imp		Imp	|	non Imp		Imp
					|
				1st GG	|
10		1st GG			|			1st GG
				2nd GG	|
20					|	1st GG
					|
30		2nd GG		3rd GG	|			2nd GG
					|
40					|
					|
50				4th GG	|
					|
60		3rd GG			|	2nd GG		3rd GG
					|
70					|
				5th GG	|
80					|
					|
90					|
					|
100		4th GG			|			4th GG
				6th GG	|
110					|
					|
120					|	3rd GG
					|
130					|
					|
140				7th GG	|
					|
150		5th GG			|			5th GG
					|
160					|
					|
170					|
					|
180				8th GG	|
					|
190					|
					|
200					|	4th GG
					|
210		6th GG			|			6th GG
					|
220					|
				9th GG	|
230					|
					|
240					|
					|
250					|
					|
260					|
					|
270					|
				10th GG	|
280		7th GG			|			7th GG
					|
290					|
					|
300					|	5th GG
					|
310					|
					|
320					|
					|
330					|
					|
340					|
					|
350					|
					|
360		8th GG			|			8th GG
					|
370					|
					|
380					|
					|
390					|
					|
400					|
					|
410					|
					|
420					|	6th GG
					|
430					|
					|
440					|
					|
450		9th GG			|			9th GG
					|
460					|
					|
470					|
					|
480					|
					|
490					|
					|
500					|
					|
510					|
					|
520					|
					|
530					|
					|
540					|
					|
550		10th GG			|			10th GG
					|
560					|	7th GG
					|
570					|
					|
580					|
					|
590					|
					|
600					|
					|
610					|
					|
620					|
					|
630					|
					|
640					|
					|
650					|
					|
660					|
					|
670					|
					|
680					|
					|
690					|
					|
700					|
					|
710					|
					|
720					|	8th GG
					|
730					|
					|
740					|
					|
750					|
					|
760					|
					|
770					|
					|
780					|
					|
790					|
					|
800					|
					|
810					|
					|
820					|
					|
830					|
					|
840					|
					|
850					|
					|
860					|
					|
870					|
					|
880					|
					|
890					|
					|
900					|	9th GG
					|
910					|
					|
920					|
					|
930					|
					|
940					|
					|
950					|
					|
960					|
					|
970					|
					|
980					|
					|
990					|
					|
1000					|
					|
1010					|
					|
1020					|
					|
1030					|
					|
1040					|
					|
1050					|
					|
1060					|
					|
1070					|
					|
1080					|
					|
1090					|
					|
1100					|	10th GG
What's the difference?

Your argument: Imp will now hold the GG advantage for a longer period now over the non Imp leaders. It'll hold the first GG advantage for twice as long, and build on that.

My argument: Yes, but...
-it'll make GG's rarer, making them less useful.
-it'll take longer before they actually get received, thus making them available later in the game compared to the current system. This will make them less useful to Imp leaders and will give the other leaders a greater time to leverage their bonuses before Imp gets its bonus... which will be a rare GG anyway (yay :/).
-with less GG's and making Imp have to work harder (take longer) to get them, the trait bonus will be less useful and will diminish its impact on the game significantly.
 
What is the difference between an "actual" 100% Great General emergence, and the 100% Great General emergence that we have now? In other words, how is it not an actual 100% Great General emergence as it is now?
Yeah, an actual 100% Great General Emergence would produce 100% more Great Generals for the same amount of combat.

Still, I think Imperialist needs cheaper buildings, most likely cheaper jails to make up for the high war weariness.
Yeah, I do too in some ways. Relying on GG's isn't going to work unless they make GG's more powerful. I was just keeping it simple and reworking the existing bonuses. Other ideas are to have a vassal bonus of some sort or to have the trait only give multiple cheap buildings... like:

+50% faster production of Barracks
+50% faster production of Granary
+50% faster production of Walls
+50% faster production of Library
+50% faster production of Market
+50% faster production of Aqueduct
(as an example... essentially a base range of basic buildings)

The idea is to allow the Imp leader to spend less time with the domestic affair for either empire building or for using that time to build military.

Lord Olleus said:
But how would you achieve that? Give 2 GG every time they reach the threshold?
You coulnd't halve the threshold needed because thats effectively what we have now already.
Yeah, the whole scale system would have to be overhauled. I experimented with a 60/65/70/75/80 type of system. It was badly made though because I couldn't understand the code properly, so I gave up on it. It was much closer to an actual 100% GG emergence though.
 
True, if you don't buy BTS, don't expect to get a patch or a fix for Imperialist, or any other problem with Civ...
 
If the supposed changes to the jail turn out to be true, then I'd go with a bonus production to Jails. That'll work well for an espionage bonus too, as well as war wariness reducer, plus having lots of cities will mean that it'll be a valuable bonus to build them on mass cheaply.
 
What about a pure improval? A +150% GG birth rate just as a +200% instead of the +100%? That wouldn't be a big change, but a powerful improval.
 
One signiificant advantage that could improve Imperialistic would be allowing Military Academies to be built without Education. That WOULD beef up Imperialistic, since you could (hypothetically from equal cities with equal technology), build three units for every two non-imperialstic civs from your first GG, which would REALLY reward early/mid warring.

Or another improvement 100% Great Spy points.....

Imperialistic needs beefing up into a powerful trait, one that will make you sigh like when you realise you're up against a Financial civ.
 
Why should "imperial" center on war or great generals at ALL? Most civilizations that I think of as "imperial" didnt' spend all their time fighting. They spent a lot of time doing diplomacy, or governing.

The romans "Inherited" a large portion of their empire via cultural conquest/espionage. Kings of neighboring cities would actually leave their "kingdom" to the roman empire in their will on the condition that they were allowed to rule until death.

Spain fought a handful of "Battles" in the new world, and part of what made them so powerful was the way they got native allies to rise up against the Mexica, and the way they tricked the enemy leadership.

England did do a good bit of conquering, but the east india company was a commercial venture first, and both australia and the american colonies were built from scratch with settlers.

Most of these civilzations also had a huge and powerful capital city, which was the center of their empire. Giving rise to the term "Imperial city"

So why are we concentrating on war? The great general bonus could use a small buff, but the peaceful builder's bonus' are where imperial really falls short. Mostly because "Imperial" players are usually in the role of "Rome" rather than "England" come the mid-to-late game.

So . . .

Some kind of bonus to the capital city (My favorite option)
Some kind of bonus to espionage, culture, and diplomacy (could be unbal.)
Some kind of bonus to settlers & workers (and totally change expansive?)
Some kind of bonus to city cost (Not # of city though! Unless you want ICS)
Some kind of bonus to supporting your armies? (Total war????)
Some combination of the above with massive balancing. (Most likely)
 
I think we can assume that Firaxis is not going to drastically change the trait. I think the increase in GG emergence is here to stay, so for those who are suggesting a massive overhaul of the trait, I think you are being unrealistic and asking for too much. I think it will be more likely for Firaxis to offer some small improvements such as double production speed of a couple buildings or an Espionage bonus (or perhaps a Great Spy bonus) for Imperialist.
 
I figured as much as well. Since there are no new traits, I figured they would give an espionage bonus to an existing trait. Imperialistic seems like a fit, however poor of one it may be.
 
Let Imperialistic cities grow while producing settlers & workers!

One signiificant advantage that could improve Imperialistic would be allowing Military Academies to be built without Education.

I really like these two ideas the best. Although cheaper buildings, such as jails would also be great!!!

If nothing else is changed to imperialistic though, I would like it to apply the hammer bonus to converted food hammers. I build my settlers with surplus food and whipping usually so the hammer bonus to settlers (direct from mines) is negligible, unfortunately.
 
Well the options I think work best

1. Food for Settlers+Workers counted as Base hammers (gets bonuses)
this works Real well with the change to Expansive of +50%->+25% worker bonus [this should be done regardless, for game mechanics balance]

2. Improve GG effect (basically improve Warlords, Military Academies and Instructors)
Warlords... give them an automatic chance of retreat (and defensive retreat) or perhaps let them choose one promotion for Free... increase the Experience distributed to 30 or 40
Military Academies.. make them available earlier, say Civil Service/Feudalism/Code of Law
Instructors... +3 exp (Barracks+MI+Feudalism/MI+Theocracy/MI=3 prom.)

3. Double Buildings: Jails seem best
[maybe Stables... although Stables mean that you would have Genghis, Justinian, Cyrus, and Catherine all getting cheap bonuses to thier UU]
Custom Houses sort of work, they only help foreign trade though

OTHER
4. Reduced City # maintenance (since City # maintenance is affect by both your cities and Vassal cities)

5. Road bonuses either construction or movement

6. Conquest bonuses (reduced rebellion in new cities)

7. Bonus to Domestic trade routes [Vassals count as Domestic for the purposes of trade routes.]
 
2. Improve GG effect (basically improve Warlords, Military Academies and Instructors)
Warlords... give them an automatic chance of retreat (and defensive retreat) or perhaps let them choose one promotion for Free... increase the Experience distributed to 30 or 40
Military Academies.. make them available earlier, say Civil Service/Feudalism/Code of Law
Instructors... +3 exp (Barracks+MI+Feudalism/MI+Theocracy/MI=3 prom.)

I also like the idea of making the Warlords more powerful. Why should they only receive 20 experience points? That's so insignificant for how difficult it is to receive the Great General. Unless the leader is charismatic, 20 experience points is only four promotions. I think a free promotion is also a good idea, or something to make the GG more powerful. I'm not sure that having the MI give +3 experience points is a good idea though because it may benefit charismatic more than imperialist. Also, I think the Military Academies will be pushed further back rather than moved up earlier, but I hope I am wrong about this.

But as far as I know, Imperialist has not yet received any upgrades in BTS. I think if we continue to press Firaxis, we could see a change to Imperialist. If Firaxis does not address the Imperialist trait in the first release of BTS, hopefully it will improve it in a patch.
 
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