Hello everybody,I'm darkkhon,long time lurker.I want to present to whoever is interested my take on the trait evolution.It's a first draft,so please take it with a grain of salt.
It contains 3 tier evolution on both positive and negative traits.Not all of them are perfectly balanced but I'm working on it.Civilopedia displays them in order one tier level after the other-despite displaying them as having the same name(I hope to fix this soon).
Any feedback is appreciated-especially when it comes to what the AI chooses.I plan to make updates once a week depending on feedback and my own play through.
Here is the file.You probably already know where to put it
PS. In order to fully benefit from this mod mod you should use the game option start without positive traits.In some cases there is a large discrepancy between starting traits of a leader and its flavors-the leader chooses its traits based on its flavors.
V 1.3
https://www.dropbox.com/s/qxrlj2uo663p8w4/Assets.rar?dl=0
List of changes
V 1.3
Now present as a proper game option.
Expansive,protective,humanitarian-flavor tweaks
V 1.2
Some traits are now mutually exclusive:
-scientific with spiritual and fanatical
-environmentalist with industrious
-aggressive with protective
-organized,excessive,cruel and barbaric with philosophical and creative
Some traits now have a shorter research time for certain specific technologies.
Philosophical-free artist with era advance on tier 2
Deceiver-free spy with era advance on tier 2
Spiritual-new cities start with state religion on tier 3
Nomad-second results from goody huts on tier 2,free great hunter with era advance on tier 3,and a few other small tweaks
Financial-free merchant with era advance on tier 3
Creative-free artist with era advance on tier 2,culture bonus increase
Organized,seafaring-small tweaks
Idealistic,philosophical-flavor tweaks
Barbaric-fixed small error
Fixed display issue with iBonusPopulationinNewCities and TechResearchModifiers tags.
Note-free specialist with era advance grants a free settled specialist in ALL cities that exist on the moment of era
advance
V 1.1
Added proper civilopedia display
Added environmentalist trait-no leader has it,not yet
Removed all anarchy modifiers and compensated accordingly where necessary
Overall-in a few casess removed some of the less important buildings
Small tweaks to excessive,protective,industrious
Seafaring-added sea yields,experience for sea units,bonus to fishing boats
Humanitarian-slight increased disease reduction,bonus to doctor specialist,free doctor with era advance on tier 2
Expansive-cities start with 1 extra pop on tier 3
Politician-bonus to great statesman,adds free specialists
Scientific-increased upkeep,small increase to science,increased war weariness
Creative-bonus to great people
Financial-small pullution,disease and crime malus;commerce bonus on village line improvement
Agricultural-added water pollution,bonus to farms
It contains 3 tier evolution on both positive and negative traits.Not all of them are perfectly balanced but I'm working on it.Civilopedia displays them in order one tier level after the other-despite displaying them as having the same name(I hope to fix this soon).
Any feedback is appreciated-especially when it comes to what the AI chooses.I plan to make updates once a week depending on feedback and my own play through.
Here is the file.You probably already know where to put it
PS. In order to fully benefit from this mod mod you should use the game option start without positive traits.In some cases there is a large discrepancy between starting traits of a leader and its flavors-the leader chooses its traits based on its flavors.
V 1.3
https://www.dropbox.com/s/qxrlj2uo663p8w4/Assets.rar?dl=0
List of changes
Spoiler :
V 1.3
Now present as a proper game option.
Expansive,protective,humanitarian-flavor tweaks
V 1.2
Some traits are now mutually exclusive:
-scientific with spiritual and fanatical
-environmentalist with industrious
-aggressive with protective
-organized,excessive,cruel and barbaric with philosophical and creative
Some traits now have a shorter research time for certain specific technologies.
Philosophical-free artist with era advance on tier 2
Deceiver-free spy with era advance on tier 2
Spiritual-new cities start with state religion on tier 3
Nomad-second results from goody huts on tier 2,free great hunter with era advance on tier 3,and a few other small tweaks
Financial-free merchant with era advance on tier 3
Creative-free artist with era advance on tier 2,culture bonus increase
Organized,seafaring-small tweaks
Idealistic,philosophical-flavor tweaks
Barbaric-fixed small error
Fixed display issue with iBonusPopulationinNewCities and TechResearchModifiers tags.
Note-free specialist with era advance grants a free settled specialist in ALL cities that exist on the moment of era
advance
V 1.1
Added proper civilopedia display
Added environmentalist trait-no leader has it,not yet
Removed all anarchy modifiers and compensated accordingly where necessary
Overall-in a few casess removed some of the less important buildings
Small tweaks to excessive,protective,industrious
Seafaring-added sea yields,experience for sea units,bonus to fishing boats
Humanitarian-slight increased disease reduction,bonus to doctor specialist,free doctor with era advance on tier 2
Expansive-cities start with 1 extra pop on tier 3
Politician-bonus to great statesman,adds free specialists
Scientific-increased upkeep,small increase to science,increased war weariness
Creative-bonus to great people
Financial-small pullution,disease and crime malus;commerce bonus on village line improvement
Agricultural-added water pollution,bonus to farms