Kuriorates adaptive trait

Mesix

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The Kuriorates adaptive trait allows them to change their Philosophical trait periodically (every 100 turns I think). While this is a great trait, and it makes sense for their expansive cities, having Philosophical for the first 100 turns is almost worthless. At the beginning of the game, they do not produce any GP points. 0 +100% still equals 0. Philosophical is a great trait to have in the mid to late game when cities are starting to be more specialized and pump out GP points. It would be useful if the trait was something different (like Financial which also makes sense for city dwellers) at the beginning, or if the Adaptive trait could be changed on turn 1 (or whenever the first city is founded).
 
Charismatic would be a good trait at the beginning of the game. It would also make sense with the theme of the Kuriorates. Perhaps Charismatic couls be substituted for Philosophical at the beginning. If the player wants to specialize and pump out GP, he/she can use the adaptive trait to change Charismatic to Philosophical when it is beneficial.

Having the extra happiness form the Charismatic trait would help the early cities to grow a little more, definately in line with the character of the Kuriorates.
 
Just curious: when the Charismatic trait is lost are subsequent promotions figured at the regular EP level? Or is there a deficit that needs to be repaid?

For instance, Charismatic changes the normal sequence from 2-5-10 to 2-4-8. Suppose a unit has 4EPs at the switch, how many more EPs does it need to get to the next level?
 
I would assume that the next level would be normalized and you would need the extra xp to promote a unit. This would't be too different than the vanila BTS implimentation of upgrading units where they retain their higher level, but xp is lowered to 10 and they have to earn a huge amount to advance if they are high level.

The xp boost would be very beneficial in the early game too.
 
If this gets changed, then while they're at it I'd like to see civs starting with the pacifism civic going away, other than maybe Cassiel who actually gets a benefit. Right now it just costs me a turn to switch at some point so I'm not paying extra for units.
 
While not having anyone start as pacifists makes sense, its not as big of a deal as starting out philosophical. 1 turn in vanilla BtS isn't that big of a deal, much less so in ffh where everything happens slower. I'm guessing they do it for thematic reasons and since it isn't a very big penalty to switch, I'm not going to complain too much.
 
I totally agree with Mesix in this point. I am annoyed about this first 100 philosophical years every time I play Kuriotates. However... why discuss another start advantage like financial or charismatic? You are just adaptive and that should be the point. A finacial or charismatic start trait might not fit within the story or background, so just enable the first choose in year one or for my sake stay philosophical an be able to change random within the first X years...
 
Hi guys, and behold my first post. Been lurking for quite some time, but I finally registered to contribute to the forums.

While I think that the first couple (well... it's a lot, but don't get picky) of turns until you get to select your trait are annoying, I think this is what sets the Kuriotates apart from other civs in the beginning of the game. Getting to use the sprawling trait (effectively) takes some time, and the Malakim start with financial as the adaptive trait. So I think it is fine the way it is, although I'm annoyed by the "useless" philosophy in the early stages of the game myself. Then again, I rarely play Kuriotates in the first place...
 
In .023, you could change your adaptive trait in the first few turns (turn 7 on normal), and you could also change your civics before placing your first city to avoid anarchy. I'm not sure why those features were changed.

If you want to move your starting settler, you can change your civics on turn 1 without any penalty. Otherwise, just wait until agriculture and change pacifism then (assuming you're on normal/quick speed).
 
Just curious: when the Charismatic trait is lost are subsequent promotions figured at the regular EP level? Or is there a deficit that needs to be repaid?

For instance, Charismatic changes the normal sequence from 2-5-10 to 2-4-8. Suppose a unit has 4EPs at the switch, how many more EPs does it need to get to the next level?

Unit is flagged as Level 3, so will have 4/10 exp


Yeah, and let me add that as Perpentach I had a scout 8/8 xp, waiting for Animal Husbandry to promote him to level 4 with Subdue Animal. I was at 2 turns from discovering the tech when my traits changed and I lost Charismatic. The unit then became 8/10 xp and I couldn't promote him >_<
 
Yeah, and let me add that as Perpentach I had a scout 8/8 xp, waiting for Animal Husbandry to promote him to level 4 with Subdue Animal. I was at 2 turns from discovering the tech when my traits changed and I lost Charismatic. The unit then became 8/10 xp and I couldn't promote him >_<

:lol:

That's ol' Perpy for ya!
 
Could someone clarify for me how the adaptive trait thingie works? I've tried playing as whathisface of the M... something or other (good, first city has golden something in it...) but even past turn 100 i never got the option to change or set the adaptive trait.
 
One improvement for this whole thing is to not have regularly scheduled trait changing times but leave it up to the player like with civics changes. Maybe, like with civics, require a wait of a certain number of turns (50 or 100 or something) between changes, but let the change be done whenever the player wants.
 
Could someone clarify for me how the adaptive trait thingie works? I've tried playing as whathisface of the M... something or other (good, first city has golden something in it...) but even past turn 100 i never got the option to change or set the adaptive trait.

Varn Gosam?

What game speed are you using (quick/normal/epic/marathon)? I don't know exactly how adaptive works, but when you reach the appropriate turn, a popup will ask you to choose a trait, like an event.

The new trait will replace one of your existing traits. For Varn, I believe it replaces Financial.
 
Yeah, it was Varn. I'm doing Epic. I just tried as the Kuriorates and on turn 100 it let me change the trait. For some reason it won't let me with Varn.

I think they should just make it like a civic.
 
I've suggested that the player should be able to reset the Adaptive trait when progressing eras from Ancient to Classical, etc.
 
alubkin said:
Could someone clarify for me how the adaptive trait thingie works? I've tried playing as whathisface of the M... something or other (good, first city has golden something in it...) but even past turn 100 i never got the option to change or set the adaptive trait.

One of your traits is permanent, the other isn't. The adaptive trait periodically (every 100 turns, I think?) allows you to change the non-permanent trait to something different.
 
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