Kael said:
I made the stables cheaper because I didn't want to lock aggresive civs into one tech line. They can go melee and get the promotion, or they can go mounted and get the cheaper buildings. If I moved both onto the same line players would be stuck with that path (or it would be useless to play an aggresive civ and consider any other option).
True that. Still, if you don't happen to get horses it's pretty useless. The same goes for free upgrade and copper/iron. But could you add the free upgrade to archery units? They can still get it, if you're smart enough, and if they got it anyhow it would save some sneaky manipulations.
Kael said:
I like the idea to make a promotion available on if the civ has the appropriate trait. I just started playing with this in 0.90, giving a civ access to a building only if they have the right trait. Im going to note that idea and when I do the cov's for phase 2 I may use it then.
I love the idea too. Go for it. Just try not to make certain combos of the buildings too dangerous/easy to exploit.
Kael said:
I love creative, I always have, but I have a hard time seeing this as more powerful that the other traits. Its better than it is in vanilla civ, even though it is unchanged, because of the way the buildings are formed in FfH like you say, but I don't know that it is out of line with the other traits.
Maybe it isn't, but I find Creative civs a real culture monsters

- when playing one it's much easier to approach enemy cities since I travel through my land most of the time. When I get to build a wonder which gives like +8 culture and the city itself has about +50% multiplier, than it get really easy to make enemy cities revolt. If that's the way you want it work, than there's no problem with me.
Kael said:
Expansive also give 0 upkeep on the Compassion (Health) civics. That can be a very powerful boost, especially late in the game. I want to keep the harbor in because I want the trait to appeal to different sorts of civs. More needs to be done around the water aspects of the game (as the last 3 pages of posts suggest) but I wanted it to be a viable option for "island" players as well.
Didn't know they had no upkeep for health civics. Cool. Makes it even more worthwhile. Still, players with animals close get discriminated. Smokehouse should be half-price too.
Kael said:
Does knowing that the Expansive trait gives no upkeep on the compassion civics bring it into line with the others, or do you think it rates as less or more powerful?
I don't think it's too powerful, but I choose it mostly on higher difficulty levels. I didn't notice it saves me extra money but it didn't do that much difference. Still, it would be nice if it stayed that way.
Kael said:
This is another one I haven't changed from vanilla for exactly the reaosn you mentioned, in my mind its VERY powerful. The reason I opted to stay ont he market is that this trait is strong in the mid to late game but doesn't have much impact on the early game. By reducing the cost of the market (instead of the tax office) there is an early game advantage to having the trait as well.
Market has a lot of impact on the early game. About three to five more cities can be build on larger maps if you build markets (on smaller probably too, but I often find it too crowded with 18 civs...

). And financial boost both gold and science (or culture), so it is very dangerous.
Kael said:
I had a clock tower in for industrious but I pulled it becuse the trait is already so strong. This trait is also the reason Duin is a wonder costed unit, not a wonder (and I may switch Typhoid Mary to the same system). The truth is the more important the wonders are in the game, the more powerful this trait is. And they are pretty important in FfH. The nice thing is its an easy trait to adujust because I can just throttle it up and down on the production bonus. Once 0.90 comes out I will be really curious to hear what peoples opinions are of this vs the other traits.
I noticed you don't make any wonders obsolete. In that case it is pretty powerful. If you decide to change it and make at least some of the wonders go obsolete, than Industrious would suffer a lot. If you won't change anything, leave it as it is.
Kael said:
The reason the building is so high is ebcause there is another way to get it for non-Organized civs. You can create one with a Great Commander. So the building needs to be worth the sacrifice of a great person. But I can put other limitations on building it such as increasing the cost, or requiring a minimum level troop before it can be built or both. (which may be a good idea since it kind of makes since that you should have some decently experienced troops before you can have a great commander). What do you think?
In that case, it's fine. But still I don't think that organized is as bad as would like us to believe. It would certainly save the Great Commander for other use when playing organized.
Kael said:
Philosophical also gives no civic upkeep for the education civics. A very nice boost. I tend to be a little cautious around the great people so I lowered this from 100 to a 50% boost. Also libraries tend to be a lot more useful in FfH than they are in Civ4 since they allow access to adepts, mages and conjurers. Given that do you still think its underpowered.
Didn't know that as well

. It does make it more useful, that's for sure. And libraries are so useful that it's weird that you created something like Catacomb Librarus. You still need to build them whether you're philosophical or not, and the units aren't free as well. What's more when you play philosophical you would never get twice as much Great People than anyone else, it's much closer to three or four, when set on 100%. Assuming a civ get 1500 GP points throughout the game in one city, it would make 5 great people. Philosophical would make 3000 GP points what gives them only two more. You make it only one more. They are not that powerful. And phi civs suffer due to it.
Kael said:
I would be curious to get other opinions on this. Maybe a pool to see what the most powerful trait in FfH is?
Why not? You did one poll, now it's time for another.
Kael said:
You just blew my mind. I just jumped through a TON of hoops to make it so you have access to units even if you have their upgrades and you are saying you keep access to units if you don't have ANY of their upgrades? So all I would need to do to keep these guys around was make their upgrade a unit you can never get?
I gotta go test that, you may have just made my day.
Did you check it? I'm not 100% sure that it works that way but from my observations, it's very likely.
Cheers