what is in-story difference between impeialistic and expansive? (i will read the spreadsheet i promise)
Imperialistic:
Take what they have and make it your own. Establish proper governance in the foreign lands and the world falls like dominoes at your feet.
Expansive:
Only a large and populace nation can command great power. Land is the only real commodity.
That was how I defined them. Imperialistic is more about taking charge in as many places as possible whereas Expansive is about growing into as many places as fast as they can.
Manifest Destiny in the US, for example, would've been Imperialism disguised as Expansive. German SS Ideology would've been extremely Imperialist. Mexican cultural values promoting huge families would be Expansive.
Also I am adding "god" traits which require three differen tier II traits
If multiplier is lowered I may increase them to 3x3. the "god" traits won't be win-the-game but very-powerfull
I wanted to do Tier IV traits that were crossovers of 2 other Tier 3 traits. So kinda similar thinking there.
I saw new PROMOTIONLINES doesn't work, so I think they are hardcoded in DLL. I may add new positive traits from spreadsheet, once you add their promotionlines. I am not a fan of negative traits. I already done all tier 3 positive traits but I need some polishing
They work through xml alone but you need to build them according to the promotionlines that are already defined for that purpose. I think a unique boolean declares the promotionline as being one for traits. PromotionlineInfos.xml is in the Units folder as well so that may make it a little elusive to find.
What is hardcoded in the dll is the meaning of the iLinePriority. IF the iLinePriority tag is 0 then the trait is valid only on non-developing leader games. Any other # and the trait does NOT apply to such games and ONLY applies to developing leaders.
A NEGATIVE iLinePriority defines the trait as a Negative trait overall whereas a positive iLinePriority defines the trait as a Positive trait overall.
Negative traits are just as necessary to develop since some game option arrangements would fail without them being defined. Example: Playing with negative traits in play with Developing Leaders. If there are no negative traits or if they are just as imbalanced, then the whole system is still imbalanced or the required pick for a negative trait only allows the removal of a previously selected positive trait (or crashes outright possibly.)
EDIT: How to replace a trait without an option? I use Advanced Traits option, but maybe this is wrong?
Modular is another way but if you want to use my Advanced Traits for now that's fine. I can always eventually work on the core.