@mhida
I think I speak for a lot of people here when I go "huh?" Taking the first item, I can't see how it is workable. How do you define whether a population point is in food production or not, given the fact that tile workers don't produce just one item. Also, anything even loosely based on reality would have the entire world maximised on this trait in the early stages, as EVERYONE was a food producer in very ancient times.
The more I think about it, any system where players can manipulate their environment to gain/lose a trait will be open to abuse by munchkin gamers. Freeform preset (like SMAC) with an option to drop them all is the way to go.
I think I speak for a lot of people here when I go "huh?" Taking the first item, I can't see how it is workable. How do you define whether a population point is in food production or not, given the fact that tile workers don't produce just one item. Also, anything even loosely based on reality would have the entire world maximised on this trait in the early stages, as EVERYONE was a food producer in very ancient times.
The more I think about it, any system where players can manipulate their environment to gain/lose a trait will be open to abuse by munchkin gamers. Freeform preset (like SMAC) with an option to drop them all is the way to go.