Industrial trait mod (makes it more like financial )

Scizor2120

Chieftain
Joined
Oct 28, 2005
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This mod takes away the wonder bounus that industrial gets and instead replaces it with with a +1 hammer on plots with 2 hammers. I just made it becuase I didnt like industrial computers always getting the pyramids and hanging gardens.


You can unzip it to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods and load it up from the menu (RECOMMENDED)
OR you can take the CIV4TraitInfos.xml out of the zip and place it into your custom assets folder\xml\civilizations)( I cant get the custom assets to work.)


Here is the zip file.

EDIT :

Changed it so you get +1 hammer on +3 plots . This is more balanced as before workshops on plains , trees on plains , and mines on plains+hills gave too many hammers.
 

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Nice idea. I've nerfed the traits to about 1/2 strength in my games so this will be a nice substitution for the overpowered Wonder building trait that industrial was. I'll likely change it to +1 for 3 hammers since that's what I did for financial. Good work.
 
woodelf said:
Any idea how to make Spiritual worth something?

You could change it to agriculture and make +1 food on +2 plots ? I really cant think of anything for spiritual , the no anarchy bonus isnt that worthwhile as the longest anarchy is 1 turn.

Also I think it would be better balanced with +1 on 3 or else your workshops gives a bit too many hammers to soon.
 
Doesn't this horribly unbalance the game? Adding extra commerce is a much lesser advantage than extra hammers or food, and financial is already a bit overpowered in my eyes.
 
I don't agree that hammers are better than commerce, but everyone plays differently. It simply depends on what you are setting your city up to do.

I've found that changing the financial to adding +1 on squares with 3 instead of 2 makes it more fair. I'm assuming that 3 hammer squares are harder to come by than 2 hammer squares so it should be balanced.

Scizor - I was thinking about something like that with Agricultural myself. Spiritual is a wasted Trait IMO, but from Civ3 I remember that agricutural civs could be wildly unbalanced. Worth a try though.
 
DementedAvenger said:
Doesn't this horribly unbalance the game? Adding extra commerce is a much lesser advantage than extra hammers or food, and financial is already a bit overpowered in my eyes.
financial is only overpowered when you start out by tons of rivers. This allows you to just build a cottage on most of the fresh water spots and get +3 early (then of course built a few farms to use the cottages)

agricutural was completly unbalanced in Civ 3 so clearly if you were to add it to civ 4 it would have to be changed.
 
After playing with my game using this form of Industrial Trait I must say that's it's awesome. No more 1/2 price Wonders which was sort of hokey IMO.

I did also make an Agricultural Trait that give +1 food for each square with 4 or more food.

Thanks for pointing me in the right direction on modding the basic traits.
 
woodelf said:
I did also make an Agricultural Trait that
give +1 food for each square with 4 or more food.

Why 4? Doesn't that mean only like wheat and floodplains will benefit?
And the financial trait doesn't seem to bad to me.
In my game with 17 rivals the financials are about the same as the non.
 
Fish, clams, ect benefit. (Not real agricultural, I know. Maybe a new name is needed.) I think pigs, cows, ect will too. The main reason it's 4 and not 3 is so that floodplains that build cottages don't get the bonus as well. They have to farm to get that extra one this way.
 
Scizor2120 said:
I really cant think of anything for spiritual , the no anarchy bonus isnt that worthwhile as the longest anarchy is 1 turn.

I've played a few games as a spiritual civ and I liked it. The no-anarchy means I can change my civics as often as I want which is nice. Also, you can have longer anarchy periods if you change more than 1 civic at a time (like switching to warmonger with police state, vassalage, and theocracy). I think my longest anarchy period was 3 turns. I've definitely had one last for 3 turns, but I'm not sure if I had one longer or not.
 
playing as america and desiring to change civics, especially multiple civics, I notice the benefit of spirituality. Another nice thing about spirit is when someone demands you change civis, you can appease them without that much inconvenience to yourself, then change back to what you like after the 5 turn wait. You keep the +1 of "you accepted our favorite civic" and perhaps he'll ask you again in the future, possibly getting a +2, but I don't know about that. I've never been asked a second time to change my civics, by the same civ.

I think the spirit no anarchy bonus is elegant and justly powerful. It provides flexibility which shouldn't be overlooked.
 
Also, almost all the Spiritual civs start with Mystisism, allowing them access to the early religions. :) By combining leader benifits, half-cost buildings, and free techs, uu's, I don't think any leader is more powerful than the others, even if some of the individual traits are more powerful. For example the Romans get Expansive and Organized, which most agree are less powerful that Financial, Industrious, or Spiritual, but they get an awesome UU.
 
I just finished playing a Marathon game on a Huge map. If I remember correctly, the standard anarchy period for changing one civic was 3 turns. I think that change was because of the game speed. In this situation, the Spiritual trait would come in quite handy, especially if changing more than one civic. I had one anarchy period of 5 turns just for switching 2 civics. Not too big of a deal considering it was a Marathon, but Spiritual's no-anarchy could save you a lot of wasted production/commerce, especially if you wanted to change civics later in the game when you have a lot of productive cities.
 
How about for the spiritual trait increasing the amount of gold you get from shrines? Or maybe give priest specialists extra production or coin.
 
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