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My prototype Leader Traits rework

PotatoSamurai

ChooseReligion enthusiast
Joined
Aug 27, 2007
Messages
168
Location
Acworth, GA
I'm looking to tweak the leader traits to be both more balanced and more logical (IMO). I'm especially concerned about balance; if anything here seems unbalanced (coughPhilosophical/uncough), feel free to call me out on it. If anyone wants to duplicate the changes I made, I can load a copy of my Civ4TraitInfos.xml if you like.

I took many of these changes, either in whole or in part, from another thread whose location escapes me :D

So far:

Philosophical: Might be a bit too strong.
+50% :gp: (versus +100% default)
+10% :science:
Double production of Libraries and Universities

Spiritual: Should be about on target.
+2 :) per city
Double Temples

Expansive: May be weak.
+2 :health: per city
+25% worker production
Double Harbor, Aqueduct, something else I can't remem

Industrious: I really like this one.
+1 :hammers: in plot with at least 3 :hammers:
Double Forge, Factory

Creative: Should be the gold standard of balance.
+50% wonder prod
Double Theater and like two other culture buildings

Financial: May be weak.
+15% :gold: per city
Double Market, Grocer

Organized: Should be balanced, maybe a bit weak.
Same except added Double Palace.

Charismatic: Should be balanced.
No Anarchy.
+100% National wonder prod
+1 :) from Monument, Broadcast Tower

Protective: Mostly balanced.
City garrison for def units, like default without Drill.
+75% Great General emergence from XP within borders

Imperialistic: Maybe a bit powerful.
-25% XP for promotions
+50% Great General emergence

Aggressive: As default.
 
I guess you could try. Good luck Modding it.
 
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