+1/+2/+3 what exactly?
Starting population.
+1/+2/+3 what exactly?
Current plans for population in new cities based on technology are 1 to start, 2 at Colonization and 3 at Steam Power. Then back to 1 when off world with the start of Space growing to 2 and 3 later.
The Great Bath currently gives a +1 population boost for the nation that builds it but goes obsolete before Colonization. This is being reviewed and may move to a different wonder. This is a very powerful boost.
For the traits I would have gone with at most
expansive +1/0/+1 city starting population, settler speed +1/ignore terrain cost/0
imperialistic 0/+1/0, settler speed +1/0/+1
As TB says perhaps infrastructure is the go, so have these traits have some auto build that provides some of the basic infrastructure instead.
edit We already give some basic buildings free to new cities and there is a list from RoM days that gives buildings free when the city is built, so this is possible.
Current plans for population in new cities based on technology are 1 to start, 2 at Colonization and 3 at Steam Power. Then back to 1 when off world with the start of Space growing to 2 and 3 later.
The Great Bath currently gives a +1 population boost for the nation that builds it but goes obsolete before Colonization. This is being reviewed and may move to a different wonder. This is a very powerful boost.
For the traits I would have gone with at most
expansive +1/0/+1 city starting population, settler speed +1/ignore terrain cost/0
imperialistic 0/+1/0, settler speed +1/0/+1
As TB says perhaps infrastructure is the go, so have these traits have some auto build that provides some of the basic infrastructure instead.
edit We already give some basic buildings free to new cities and there is a list from RoM days that gives buildings free when the city is built, so this is possible.
Current plans for population in new cities based on technology are 1 to start, 2 at Colonization and 3 at Steam Power. Then back to 1 when off world with the start of Space growing to 2 and 3 later.
canconstruct can't determine whether a building is given to a city for free when the city is founded does it?The Expression System has GOM_TRAIT so I would think so.
It would be in the canconstruct tag. In this case there would be no problem with building for the ai if it was just trait as it would be on/off. The problem would be in the ai for choosing what trait to level up.
Understand that +1 population at city founding is considered a huge bonus that a world wonder can provide for a temporary period and still be considered to be one of the best wonders in the game for doing so. Just one extra pop at city start is huge. Even starting with three population in many cases I find starves off many cities, not all and it does depend on the food available to that city in the starting plots. A city could handle 8 or more starting population if every starting tile can produce 4 food or more without being improved. But put a city in an area where most tiles are 1 or 2 starting food without being improved and you'll starve out a city starting with more than 1.humm... I may nerf it a bit more but hmm...
actually town won't be starving because I use iYieldChange for food.
I thought all traits should be powerfull, but then I understood they would be hard to balance.
And once those cities compensate for the unhappiness they are 4 times as ahead as other players in the game. I think the jump start they would get would be too much but I don't know for sure.currently first town which has player expansive/imperialistic has size 4 and two annoyed citizens and not starve.
Where did this come up?what is ignore terrain cost ? we don't seem to have it in schema...
Probably meant settler unit but where did this come up?also we don't seem to have ability to base traits on dificulty, or do you mean settler unit?
I don't understand.Could anybody give the speed or promotion for all Settler PromotionLine or all Worker PromotionLine?
By speed do you mean travel speed or production speed? Travel speed would be modified by promotions wouldn't it or is there a tag for this specifically that I've forgotten about?if so it would be good to have +1/+1/+2 speed for workers line for expansive, and +1/+1/+2 speed for imperialist. Also additional +1/+0/+0 worker speed for imperialist and +1/+0/+0 for Settler speed for expansive.
By some interpretations that's true.I read original traits and it seems Expansive is more about workers, and Imperialist is more about Settlers.
He was talking about using it on the building autobuild tag which I think is one of our complex GOM boolean tags. These tags can use a special form of programming that declares a condition for when the tag is 'true', and the condition can be made to be whether the nation's leader has a particular trait or not. So the programming for a free building on founding a city based on a trait would be included in the xml for the building itself.How to use GOM-Option for traits?
On what?EDIT: Maybe I should just use bTraitOnly ?
bLeader doesn't mean that. I always have to remind myself how it works when used but I think it means its specifically for units that are 'led' by a general or some other attached unit that has the leader ability. If this does get you around some kind of hang up then it will have unforseen consequences elsewhere.one of tricks I used is marking all new worker/settler promos as <bLeader>
If there becomes cause to perhaps we could consider that.could you change it from 1/2/3 to 1/3/5 ? I mean the plans?
The trick is to give the promotions the proxy tech other 'only free' promotions get. I think it was renamed recently so I can't say exactly what it's supposed to be but you can see it in use on some other promos like Aggressive.I know bLeader means units are lead by warlord or noble, but I cannot find how to make promotionline which cannot be advanced outside of traits. So I put bLeader as a hack - as meaning the unit cannot advance by itself the line.
Wow... that's still a hell of a lot. +1/+1/+1 would be the absolute limit I would expect to see for traits. What you have for imperialistic would be roughly equivalent to +50% production in all cities for each level of industrial in my opinion.I already limited the population bonus so imperialistic is 2/2/3 and expansive 1/1/2.
I don't insist on anything for a modmod but there's a certain degree of restraint and balance that will be necessary if the traits are to become core.Do you insist to decrease further population limit?
I would prefer adding malus (I am adding negative yield modifier), or increase good things for other traits.