Elgalad
Bully!
I looked over the 'currently discussed topics' thread and didn't see any discussions about the civ traits we have in Civ 3. Am I missing something? Are these being discarded for good or changed or what? Anyone?
Anyway, I had a thought today that if they are going to be keeping them, maybe it wouldn't hurt to add one or two.
The ones we have now:
Militaristic (cheaper military buildings, promotion chance, great leader chance)
Religious (cheaper religious buildings, instant government change)
Scientific (cheaper research buildings, free tech with each age, science leader chance)
Industrial (bonus shields in metro, faster worker terraform speed)
Commercial (bonus gold, lower corruption)
Expansionistic (scout, friendlier barbarians, better chance of good goody huts)
new with Conquests
Agricultural (cheaper aqueduct/recycling/solar plant, bonus food -city/desert)
Seafaring (start by ocean, bonus gold, safer and faster sea travel, cheap water buildings)
So my ideas:
New Traits:
Diplomatic (Diplomat specialist - Diplomatic civs only with discovery of espionage - 1 food and 1 gold and slightly lowers war weariness, Free embassy with every known tribe upon research of Writing, better trade results in diplomacy, cheaper espionage costs, add ability to bribe another civ to declare war or peace against a third party without having to do so yourself.)
Imperialistic (Bureaucrat specialist - Imperial civs only with discovery of nationalism - 1 shield and lower corruption as police officer, lower corruption (taken from Commercial), extra unit support = 1 per city in any government, cheaper government buildings (courthouse, forbidden palace, police station)
Philosophical (Philosopher specialist - Philosophical civs only with discovery of Philosophy - 2 lightbulbs and 1 happy face, instant government change (taken from Religious), cheaper library and university)
Break 'Scientific' into two new traits:
Creative (Scientist specialist - Creative civs only with discovery of scientific method - produces 3 lightbulbs, free tech at start of each age, cheaper library and research laboratory)
Engineering/Craftsmanlike (Engineer specialist - Engineering civs only with discovery of Engineering tech - produces 1 lightbulb and 2 shields, faster worker terraform actions (build airbase, build fortification, build colony, build railroad), Bridge Building effect from the start: all units cross rivers (with road) free.)
Change current traits:
Industrious (changes) (Union Rep specialist - Industrious civs only with discovery of Communism and Industrialization - produces 2 shields and 1 happy face, extra shields in metro square, cheaper factories/power plants, faster worker terraform actions (mine, build road)
Commercial (changes) (Banker specialist - Commercial civs only with discovery of banking - produces 3 gold, bonus gold in city square, add ability to link trade networks THROUGH enemy and non right of passage territory representing black market, cheaper trade buildings (marketplace, bank, stock market)
Religious (changes) (Cleric specialist - Religious civs only with discovery of monothesim - produces 2 happy faces and 1 gold, no war weariness, cheaper religous buildings, religious buildings add +1 extra culture per turn each)
Militaristic (changes) (General specialist - Militaristic civs only with discovery of military tradition - produces 1 happy face and 1 shield and lowers corruption slightly, cheaper military buildings, improved promotion and leader chance)
Expansionistic (changes) (Archaeologist specialist - Expansionistic civs only with discovery of theory of evolution - 1 lightbulb and 1 gold and 1 happy face, (remove scout, should be buildable by any civ), friendlier barbarians, increased good result from goody huts, cheaper colonist production)
Agricultural (changes) (Agriculturalist specialist - Agricultural civs only with discovery of Education - 0 food support - produces 1 food and 1 shield and 1 gold, cheaper aqueduct/recycle/solar plant, faster worker action: clear jungle and cut/plant forest and irrigate, bonus food in city square and desert)
Seafaring (changes) (Admiral specialist - Seafaring civs only with discovery of magnetism - 1 happy face and 1 gold and lowers corruption slightly, cheaper sea buildings, start by ocean, faster/safer sea travel)
That's it, doubtful any will be incorporated but maybe they'll spark a discussion.
-Elgalad
Anyway, I had a thought today that if they are going to be keeping them, maybe it wouldn't hurt to add one or two.
The ones we have now:
Militaristic (cheaper military buildings, promotion chance, great leader chance)
Religious (cheaper religious buildings, instant government change)
Scientific (cheaper research buildings, free tech with each age, science leader chance)
Industrial (bonus shields in metro, faster worker terraform speed)
Commercial (bonus gold, lower corruption)
Expansionistic (scout, friendlier barbarians, better chance of good goody huts)
new with Conquests
Agricultural (cheaper aqueduct/recycling/solar plant, bonus food -city/desert)
Seafaring (start by ocean, bonus gold, safer and faster sea travel, cheap water buildings)
So my ideas:
New Traits:
Diplomatic (Diplomat specialist - Diplomatic civs only with discovery of espionage - 1 food and 1 gold and slightly lowers war weariness, Free embassy with every known tribe upon research of Writing, better trade results in diplomacy, cheaper espionage costs, add ability to bribe another civ to declare war or peace against a third party without having to do so yourself.)
Imperialistic (Bureaucrat specialist - Imperial civs only with discovery of nationalism - 1 shield and lower corruption as police officer, lower corruption (taken from Commercial), extra unit support = 1 per city in any government, cheaper government buildings (courthouse, forbidden palace, police station)
Philosophical (Philosopher specialist - Philosophical civs only with discovery of Philosophy - 2 lightbulbs and 1 happy face, instant government change (taken from Religious), cheaper library and university)
Break 'Scientific' into two new traits:
Creative (Scientist specialist - Creative civs only with discovery of scientific method - produces 3 lightbulbs, free tech at start of each age, cheaper library and research laboratory)
Engineering/Craftsmanlike (Engineer specialist - Engineering civs only with discovery of Engineering tech - produces 1 lightbulb and 2 shields, faster worker terraform actions (build airbase, build fortification, build colony, build railroad), Bridge Building effect from the start: all units cross rivers (with road) free.)
Change current traits:
Industrious (changes) (Union Rep specialist - Industrious civs only with discovery of Communism and Industrialization - produces 2 shields and 1 happy face, extra shields in metro square, cheaper factories/power plants, faster worker terraform actions (mine, build road)
Commercial (changes) (Banker specialist - Commercial civs only with discovery of banking - produces 3 gold, bonus gold in city square, add ability to link trade networks THROUGH enemy and non right of passage territory representing black market, cheaper trade buildings (marketplace, bank, stock market)
Religious (changes) (Cleric specialist - Religious civs only with discovery of monothesim - produces 2 happy faces and 1 gold, no war weariness, cheaper religous buildings, religious buildings add +1 extra culture per turn each)
Militaristic (changes) (General specialist - Militaristic civs only with discovery of military tradition - produces 1 happy face and 1 shield and lowers corruption slightly, cheaper military buildings, improved promotion and leader chance)
Expansionistic (changes) (Archaeologist specialist - Expansionistic civs only with discovery of theory of evolution - 1 lightbulb and 1 gold and 1 happy face, (remove scout, should be buildable by any civ), friendlier barbarians, increased good result from goody huts, cheaper colonist production)
Agricultural (changes) (Agriculturalist specialist - Agricultural civs only with discovery of Education - 0 food support - produces 1 food and 1 shield and 1 gold, cheaper aqueduct/recycle/solar plant, faster worker action: clear jungle and cut/plant forest and irrigate, bonus food in city square and desert)
Seafaring (changes) (Admiral specialist - Seafaring civs only with discovery of magnetism - 1 happy face and 1 gold and lowers corruption slightly, cheaper sea buildings, start by ocean, faster/safer sea travel)
That's it, doubtful any will be incorporated but maybe they'll spark a discussion.
-Elgalad