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Leader traits

killz67

Chieftain
Joined
Nov 7, 2008
Messages
28
Here are some ideas for new ideas for leader traits!


Scientific

+20% free research ( you can get 100% science for the price of 80%, can go up to 120%)

double production speed of observitory and labratory.

Secretive

Spies start off with 2 movement and with woodsman and geurilla II and full sentry promotions

Spies cannot be "stumbled into" when in enemy territories when not performing actual espeonage in enemy territory unless other spy is secretive.

+20% free research (same as above)

Spies cost 20% more hammers to train.


Iscolated


No foreign trade routes

Your national trade routes give you double money

Your buildings/wonders only go obsolete when you research the tech that obsoletes it

+1 free specialist per city



Agricultural

+1:food: from farms

You have -1 food consumption in all cities


Environmentalist


Can build all improvements in forests and jungles without destroying them.

Cannot cut down any forests or jungles

Jungles/Flood Plains do not reduce health in cities


Productive

Gives you access to a production slider which works the same way as other sliders but increases production in all cities.

You get production from chopping down jungles (same as forests)

+20% Production in all cities.



Elitist


You can move your culture/ research etc. sliders in 5% chunks instead of 10%

Military units all have an inherit significant movement/ power boost

Military units take 30% longer to build.
 
Your buildings/wonders only go obsolete when you research the tech that obsoletes it

That's already the case in all Civs.

About the elistist trait, i would prefer a new slider for all civs: the military slider. It would add militaristic points, and like spying, it would create improvements on your army.

Like:

100 points: 5% more strenght on all units.
200 points: 10% more strenght on all units against melee.
400 points: +1 movement on all units.
Etc...

It could also give bonuses based on the % of military, like:

5% strenght on all units at 10% military
10% strenght on all units against melee at 20% military
etc...
 
Oh, I had heard that heard otherwise, oh well i'll test that our some time.
 
Some of these are pretty broken. Agricultural basically gives you the Biology tech benefit for free at the beginning of the game? And then you get another massive boost when you discover Biology? That Scientific trait is way too powerful as well--I was thinking along the lines of +1/2 beaker per population point or something weaker like that for Scientific. And then Secretive gets the same bonus, and boosted spies?

So what would all these new sliders do, especially this production slider? I was thinking of a UB that provided extra production along with happiness when you used the culture slider, but I don't know how to program it.
 
the only decent one seems to be environementalism, but i dont see why you need a trait to do that.
 
the only decent one seems to be environementalism, but i dont see why you need a trait to do that.

While the idea is unique, I think it is better suited towards a technology, civic choice, or some other "acquired" ability (the cancellation of jungle/floodplain unhealthiness).
 
Oh, the secretive one was meant to give the bonus to espeonage, and now that I look at it, these are all pretty broken :P
 
Oh, the secretive one was meant to give the bonus to espeonage, and now that I look at it, these are all pretty broken :P

I do think the espionage system could use a related trait, and then we could add another dozen leaderheads or so because then we'd have more unique combos.
 
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