New Atribute - Agricultural

Sargon of Akkad

Chieftain
Joined
Mar 2, 2002
Messages
37
What would you say if they decided to add some more civs with an agricultural attribute? What kind of new attributes would you like to see?
 
This is somewhat offtopic but I would like to be able to change the attributes of all the charactistics. You could tell it how many extry food/commerce/shields it gets on different city sizes, what building types are cheaper, extra and better units, better chances at certain things, etc.
Back ontopic, if there was an agricultural attribute then extra food in the city square could be good. Or cheaper buildings of a certain kind. Or maybe metropilises only need 40 food to grow as though they are a city.
 
I've been thinking of Agricultural and Maritime (or Seafaring) civs before, and giving each civ 3 CSAs instead of two. I don't know what that would do to play balance though.
 
An Agricultural trait would be interesting (examples: Iroquois, Dutch).

I think it should be something like:

- Granaries and Hospitals at half the shield #;
- Pottery at the start of the game (expansionists should get The Wheel);
- The ability to irrigate without access to fresh water right from the start.

Maritime IMHO is more part of commercial and expansionist instead of having meaning by itself and besides, there is no basic tech left.
 
The main problem with it is that most of the civs in the game would qualify for this characteristic! They were built on bustling ag sectors that allowed for population growth and specialists.
 
There was some discussion in threads awhile ago about a "diplomatic" trait that would improve a civ's ability to negotiate deals in diplomacy, conduct treaties, improve The UN would trigger a GA for this attribute, and perhaps embassies would be free or something.

As for agriculture, bringing it in to use for the Mayans would be a great excuse to actually have the Mayans, or the Incas for that matter.

Has anybody given any thought to a system of negative attributes? One of the few innovations of Tropico was to force you to pick a flaw as president (e.g. flatulence, drunkenness, etc.)

E.g. China "orthodox" - new techs take a turn to take effect

"rebellious" for France and Russia: random city collapses into disorder now and again, and anarchy lasts longer.

???
 
I've been thinking, but what if Agricultural trait added +1 food to bonus resources already producing +1 food (eg: wheat, cattle) and slighly decrease the number of turns needed to clear forests/jungles (not as drastically as the Industrious trait)

Giving the CSA the power to irrigate anywhere, whether or not there is fresh water around would be far too large a bonus, same with cheaper granaries, aqueducts and hospitals.
 
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