New Civ Trait System

3335d

CCtP Player
Joined
Jun 15, 2012
Messages
642
To make the game more dynamic, a new Civ-naming/UA-giving system should be devised. A Nomadic Era should also be added before agriculture to allow some headway before you settle down and gain the character of a civilization. All civs should be introduced only as "a Tribe of Man."
Spoiler :

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This is super cool. Can you give a concrete example of how a trait may evolve in game?

Civilization A starts in a plains area, takes a long time to settle after discovering Agriculture, and expands rapidly once it does, all before the first SP after the Nomadic Era is unlocked. This civilization, before the first Post-Nomad SP, is also the first to get Horseback Riding/Animal Husbandry. After this SP, it decides to settle down in a floodplains area and develops the appropriate techs. It consequently receives new UUs, UBs, and UIs suited to its new circumstances (without losing old ones) and can now spawn a different pool of leaders with more settled/large-city/Food-based UAs than would the previous animal-based plains civilization. UAs of leaders are gone after the death/deposition/loss of election of a leader, and you receive a change in UA once a new leader comes into power based on that leader's historical deeds.
 
Would an option be to hijack the way religion works?

Thank you so much for providing a way in which this could work! Now, if only we could add, like, 100 beliefs to a religion.... :crazyeye:

For polish, we should disable notifications for x religion has been founded, based on an XML tag of <IsUniqueAbilityDummyReligion> or something along those lines.
 
Thank you so much for providing a way in which this could work! Now, if only we could add, like, 100 beliefs to a religion.... :crazyeye:

For polish, we should disable notifications for x religion has been founded, based on an XML tag of <IsUniqueAbilityDummyReligion> or something along those lines.

Well, as a quick suggestion to change religion, we should have different characteristics for each aspect of religion.

An example would be for violence/militant beliefs:
-Pacifism +10% faith if not at war
-Defender of the Faith 20% combat strength in own territory
-Crusades +15% combat strength attacking cities if they have a different religion

And then there would be several beliefs, such as spread (how effective missionaries are or how fast the religion spreads), interference in politics (how much effect temples have on culture, ect), and so on. I might do a post on this later.

And at that rate, you could entirely overhaul both religion and the special abilities. Mixing the game up a little. I like it :D
 
Thank you so much for providing a way in which this could work! Now, if only we could add, like, 100 beliefs to a religion.... :crazyeye:

For polish, we should disable notifications for x religion has been founded, based on an XML tag of <IsUniqueAbilityDummyReligion> or something along those lines.

I was going to look at imitating the religion system for traits, as I'd always thought that traits should be a development based on what's going on in the game world, rather than arbitory ones, but how possible that is... :confused:
 
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