Thunderbrd
C2C War Dog
And take a look at Shaka. He takes a severe hit with crime from his traits and if you recall he was the primary example made by pit.
Quoted to keep folks from overlooking since we've taken on a new page already.Sorry for misstating. I'm still not good with programming with conditional tags. Thanks for correcting me there Toffer!
Here is the review in its last known state.
I've put it all on the document now. Except for updating with the newest tags that were added to these infos that were in the works to greatly alter this initial setup plan.
The plan for these was for this to form the core and guide me through the process of turning these traits into layered trait selections for Developing Leaders. For now, even just what I have here I would suggest implementing (or at least discussing to the point where we CAN implement something based on this design). We could then playtest it a bit and see how it goes in-game and could guide to further adjustments and buy us (me) time to re-audit the whole structure.
The primary complaints about this suggested traits structure were:
- Too many traits defined - I don't think this is a bad thing. C2C is about lots of options. As long as those options are meaningful and balanced then it should do little more than make it so that players will want to explore many new ways to form their leaders.
- Too many modifiers or elements to each trait - I suppose with some they could be reduced but I don't think it's too excessive with this proposal really. Many modifiers are filling gaps to keep things better balanced. There's a lot of things traits can alter and I've tried to keep the modifiers very true to the effects of a nation being ruled by such a leader.
- Traits are too strong - They may be. They may not be. It remains to be seen imo.
- They are too symmetrical - That was really the whole intention of the proposal was to keep things in a symmetrical sense of balance between all trait options. SGT Slick preferred a more haphazard benefits vs penalties arrangement on each trait. In fact, you'll notice that negative traits are all opposites of existing positive traits and if setup the way I was going to, you can't TAKE a negative trait that's directly opposed to an opposite you already have and vice versa.
That's where the main disagreements in design philosophies took place that couldn't be resolved with options like Pure Traits (eliminates all positive aspects on negative traits and removes all negative aspects on positive traits) and No Negative traits.
In most of my games, Shaka was one of the most powerful foes to encounter. To be fair, I played a long time with no starting traits and developing leaders. But even before that he was always very strong. I think that's because he is so aggressive that he ends up with a pretty big empire.
And this was on Eternity gamespeed? And yes Shaka is aggressive as is Montezuma, Peter and several other Leaders. But reports have come in saying that Shaka stagnates from too much Crime burden and can die out early game.
So which is it?
JosEPh
Yeah i have 2 games now with Zulu and the civ doesnt do much just sits around doing not much, at least in my game, that is . .
btw mine is set for Marathon speed. .
I am not seeing that on Snail. They expand almost as fast as I do given the space to expand.
Anything else is way to fast for me![]()
No, it was the one above Eons. I think that's snail?
This statement suggests you may have mistaken the intention of those comments.I'm learning more about AIAndy's Expression System as the push from other modders is to get the crime modifiers to use % instead of set + or - integers.
This statement suggests you may have mistaken the intention of those comments.
It's not about making % modifiers to crime rates (that's interesting but probably not necessary). It's about making crime buildings that give penalties give those penalties in % Modifiers rather than flat +/- change rates.