New Game Options: Leaderhead Levelups and No Positive Traits on Game Start

Are you saying that when you combine certain traits together - eg. Traits that give a science boost.
Or do you mean that certain traits themselves are op. I guess these two things are similar.
Soon enough we'll have a new trait system in place so its not worth worrying about imho.
 
Wanted to post this here too. Also had some other thoughts that i'll add below.
Spoiler :
What I want to do is have virtually no and on the lvl 1 traits (prehistoric & probably ancient) when developing leaders gets finished. Instead have slightly different penalties that aren't as crippling in the early stages of the game. Whereas later in the game, isn't so bad and can be introduced then - at say lvl 2 of the trait and/or 3. Having different benefits/penalties that can reflect the different eras (in terms of balance) is one of the main beneftis of developing leaders imo. Thats why I dislike the idea of having the elements within each trait simply get worse/better - I think they should change to reflect the fact that in different eras certain things have more of an impact.


I was wondering if its possible to scale certain things to map size. For example, largest cities unhappiness (more crippling on smaller maps as they represent a larger chunk of your empire), military production bonuses (are more powerful on smaller maps). Was also wondering if scaling benefits to difficulty is possible, maybe rather than scaling it to every level just have default (noble>monarch) hard (emperor>immortal) very hard (deity). Scaling more than 3 levels is probably too hard.

Lastly, just wanted to bring up one more point about how much I dislike developing leaders being able to select entire new traits. Personally I think this feature should be strictly used to level up the selected trait or in a negative trait's case tone it down.
This is important for a couple of reasons, as I said above I think one of the main benefits of developing leaders is its ability to scale the benefits/penalties for the early game in particular. Having certain penalties and benefits pretty much exempt from level 1 traits will help balance heaps. As I was saying certain features are more beneficial/crippling depending on the stage of the game. You could for instance have +8:mad: in a lvl 3 trait but on a lvl 1 trait it would make the game unplayable during the prehistoric era. Similarly, +1:mad: a semi-big deal early game but half an era later and until the end of the game its pretty much totally inconsequential.

Taking away this ability to sort of scale the traits into early/mid/late is a bad idea. I know that allowing players to select new/different traits doesn't exactly take away ^ this ability, but indirectly it does. It will create loopholes and just makes a bit of a mess generally imo.
 
I have a plan to address those apparent 'problems' with the next round of proposals that will show how said 'issues' can be resolved without having to limit leaders to predefined tracks... Again, the methods behind that would be somewhat tough to explain in words and will be much easier to show in design. The issues you're pointing at are being fully considered, suffice it to say. The ability to scale them is not impossibly incompatible with enabling diversification of selection as well.

BTW: largest city unhappiness actually does scale to something... not sure if its mapsize or gamespeed or both but it does scale somewhere. Mapsize is actually exceedingly difficult to scale to at the moment but I'm thinking we could design a fairly generic method to do so in some dll functions... its a project of its own right though.
 
Well thats good to hear, and yeah I think your right about the largest city unhappiness example now that I think about it.
 
So thunderbrd are there any measure to stop players from going to extremely "trait" and keeping the other trait(s) at slightly. I would like some kind of failsafe to prevent this. Either players can not upgrade traits beyond a certain point prior to certain techs and/or you can only have traits one level beyond each other.

Also do you have an understanding of how quickly the traits upgrade? Around when can a player have a 'moderately' trait - in terms of tech. Knowing this I can implement the different trait levels more accurately. For instance, I don't really want to implement +crime until players have masonry & town watchmen.

I was thinking another way to safeguard against people just leveling up one trait is to make upgrading from tier 2 to tier 3 much more expensive than from tier 1 to tier 2 etc.

One last thing, what was your decision about the negative traits and level ups again?
I don't like the idea of them beginning out strong and becoming weaker because that's too hard to balance, and basically I want to have virtually non-existent level 1 traits. I would like them to level up automatically, but the player can choose to spend a 'level up' on de-leveling the negative traits.
Understanding how the negative traits will level up precisely and knowing exactly how long it takes players to reach certain tiers, is important to being able to balance the tiered traits.
 
I'll respond more tonight but generally tech prereqs is what's to be used to hold the player back from charging down only one trait ladder. I'd estimate about 2 levels gained per era is what its looking like so far in playtesting but maybe other players could give a better assessment.
 
I was thinking if you did want negatives to start out strong and become less negative > more positive with upgrades then I think they shouldn't start until like renaissance or something. Or maybe they start after 5 level ups, something like this. I also wanted to ask if you could reduce the number of level ups. 2 levels per era is too much I feel. Something like 11-14 level ups across the entire game sounds good to me. 2 per era would mean 18 level ups. A 30% increase in the culture required would be good.

I know when you put forth the trait proposal there were more traits and developing leaders is somewhat geared towards this style of opening up more traits and leveling them etc. The thing is I don't like the idea of players choosing additional traits all that much like i've said (in the context of my current traits), and so perhaps when you have completed your traits you can create a somewhat separate developing leader system that is more appropriate to your number of traits and stuff. So like when a player wants to use your traits then the developing leader system would change along with the trait selection. I'm not even sure this is possible or how flexible the developing leader settings are, but its just an idea anyway.
 
Where do I find the "Base" Traits, the one you get if you Do Not select Any Trait Options at all.

Do they display correctly in game these "Base" traits?

Thanks
JosEPh
 
I was thinking if you did want negatives to start out strong and become less negative > more positive with upgrades then I think they shouldn't start until like renaissance or something. Or maybe they start after 5 level ups, something like this. I also wanted to ask if you could reduce the number of level ups. 2 levels per era is too much I feel. Something like 11-14 level ups across the entire game sounds good to me. 2 per era would mean 18 level ups. A 30% increase in the culture required would be good.

I know when you put forth the trait proposal there were more traits and developing leaders is somewhat geared towards this style of opening up more traits and leveling them etc. The thing is I don't like the idea of players choosing additional traits all that much like i've said (in the context of my current traits), and so perhaps when you have completed your traits you can create a somewhat separate developing leader system that is more appropriate to your number of traits and stuff. So like when a player wants to use your traits then the developing leader system would change along with the trait selection. I'm not even sure this is possible or how flexible the developing leader settings are, but its just an idea anyway.
Adjusting the system as currently defined, based on an alternative trait set is surely possible and probably desirable. But we need to play with what we've got for a bit to see how things go. We learn a lot from our successes and failures in each new approach we utilize on traits. And to get this right, I figure we've both still got a lot to discover. I'm not dead set on anything here but I've only got so much time so I'm resistant to change that has not proven itself necessary.

You get the first negative trait selection at the 2nd lvl up. So it comes once you're established enough to take a hit. It's the first section of the game that the first city is really really sensitive to small negatives. Beyond that, once you have some production and food buildings and approaching if not already achieving a second population that it has become insulated enough to take some penalties and not be crushed by them, so long as they aren't too drastic (% Modifiers tend to scale well for this as they don't mean much when they don't have much to modify but mean a lot as the game goes on, making the negative more severe later on.)

I'm not suggesting they be extremely strong, just that they gradually get less negative and more positive as they go, making a selection of a second tier of a negative trait generally better than taking a whole separate negative trait. However, doing this would mean you're doubling up on a weakness you already suffer from even further still so it would still be somewhat debatable if its better to weakly extend what's already a problem or if its better to diversify the penalties you're receiving despite those penalties being stronger. See if you can make that work and if you CAN'T and it's clear it hasn't been successful in playtesting then we can try another route.

Once the Game Difficulty gets factored into the Leader Leveling rate I imagine the rate of achievement would slow with each level and I can't confirm that we're looking at a full 2 per era. It gets harder exponentially each time you get a new level so its quite possible that the later eras beyond Ancient will prove to have a much slower rate of gain. I'm testing this now in a hotseat game with my wife and we're only into the Ancient Era so far.

That said, reducing the rate of gain too much would lead to muting the benefit of culture grabbing as a strategy to increase levels faster than your competitors. Again, we create, we see how it goes, and we adjust once playtesting shows it requires it. I don't want to tweak only to have to retweak in the opposite direction until I know where a good balance point exists. At this time, I DON'T know so I'm not inclined to rush to adjust until an issue shows itself.

Actually, I'm thinking its the REALLY late game when culture output skyrockets (note all those buildings, usually wonders, that gain +100% culture output some hundreds of rounds after they're built) that most of the levels would come as the rate of culture earning exceeds the exponential increase in need to reach the next level.

At that point we can begin to offer some trait selections designed specially for that era as well. Not ALL traits need to be available right from the beginning and developing up linearly from there... there can still be some special options techs unlock along the way. Some of the new tags I'm putting in now support that concept.

In fact, I would even suggest having some traits that don't improve. Strong for their era but limited in their ultimate potential. Hunter. Gatherer. Traits like these could be useful for this in the Prehistoric era for example. I was planning to do some of these side-traits to see how they go in my own workup.

In short, I'd put the 2nd trait tiers at late prehistoric to early ancient on their prereqs, and the 3rd tiers at somewhere within the classical age. Further testing will be needed to see how far out the 4th should be. Hopefully late medieval/early renaissance. That means 5th tiers would be about mid-modern. And we could even get 6th tiers late transhuman to early galactic.

If you're trying to keep most leaders to about 2 traits apiece, this is what I'm predicting may be about right. Though I'm not sure why it would be so bad to offer the ability to further diversify beyond 2... when I started playing C2C, we had the pirate leaders having 4 traits each and I LOVED it and suggested all leaders be given this many.

If a player gains and keeps up with 3 base trait selections, that's not such a bad thing... as a reward for greater culture output they can either have an extra trait their developing OR they can get rid of their negatives as they come. From there it'd be challenging to develop any more than that and keep those at peak.

However, if you wish to design the tiers with different earning potential in mind, an adjustment to the rate would be as simple as changing the gamespeed file modifier to the level gain threshold by %.

No matter HOW we approach this, a LOT of playtesting will be needed to find the necessary tweaks.

One very interesting event took place in our game with this... a new leader from revolt was understandably a bit behind the ballgame with her leader level... in one round she pounded out enough culture to get her first 2 levels thanks to not only almost having reached the first but the use of a great artist blast as well. That was some interesting strategery.


@Joseph: When you close the game, the options you're on will stay considered in the pedia when its reopened. If you simply start a game with the default of all trait options off, you'll see an accurate representation of the core traits, both in the game if you open the pedia, and from the main menu access to the pedia if you close out and reload the game thereafter. This non-resetting of options when closing out the game may be causing you some confusion if you don't realize this is how it works. I do have an eventual plan to make sure all options are cleared on mod load or game close but it's much lower priority than some other tasks at hand.
 
In short, I'd put the 2nd trait tiers at late prehistoric to early ancient on their prereqs, and the 3rd tiers at somewhere within the classical age. Further testing will be needed to see how far out the 4th should be. Hopefully late medieval/early renaissance. That means 5th tiers would be about mid-modern. And we could even get 6th tiers late transhuman to early galactic.

I'm doing 4 tiers not 6.
Slightly, Moderately, Very, Extremely.

Very Should be around Modern imo.

Can you tell me how much culture is required for level ups?

Also,
You get the first negative trait selection at the 2nd lvl up.

Do the leaders start with their inherent negative (slightly)? Or is the first negative trait selection that you describe, selecting the first 'slightly' negative one? Is it compulsory?

I still definitely think its impossible to make the 'slightly' negative traits anywhere near potent enough for them to become gradually less negative if they begin 2 level ups into the game.

I know what you mean about having to tweak/re-tweak, its just I can forsee some issues in my mind and wanted to bring them up. How you approach it is up to you, if you want to wait until i've done the traits and people play them and we get feedback thats ok. I would just prefer these couple of changes first so I can create and balance the traits with a certain developing leader structure in mind.
 
Adjusting the system as currently defined, based on an alternative trait set is surely possible and probably desirable. But we need to play with what we've got for a bit to see how things go. We learn a lot from our successes and failures in each new approach we utilize on traits. And to get this right, I figure we've both still got a lot to discover. I'm not dead set on anything here but I've only got so much time so I'm resistant to change that has not proven itself necessary.

You get the first negative trait selection at the 2nd lvl up. So it comes once you're established enough to take a hit. It's the first section of the game that the first city is really really sensitive to small negatives. Beyond that, once you have some production and food buildings and approaching if not already achieving a second population that it has become insulated enough to take some penalties and not be crushed by them, so long as they aren't too drastic (% Modifiers tend to scale well for this as they don't mean much when they don't have much to modify but mean a lot as the game goes on, making the negative more severe later on.)

I'm not suggesting they be extremely strong, just that they gradually get less negative and more positive as they go, making a selection of a second tier of a negative trait generally better than taking a whole separate negative trait. However, doing this would mean you're doubling up on a weakness you already suffer from even further still so it would still be somewhat debatable if its better to weakly extend what's already a problem or if its better to diversify the penalties you're receiving despite those penalties being stronger. See if you can make that work and if you CAN'T and it's clear it hasn't been successful in playtesting then we can try another route.

Once the Game Difficulty gets factored into the Leader Leveling rate I imagine the rate of achievement would slow with each level and I can't confirm that we're looking at a full 2 per era. It gets harder exponentially each time you get a new level so its quite possible that the later eras beyond Ancient will prove to have a much slower rate of gain. I'm testing this now in a hotseat game with my wife and we're only into the Ancient Era so far.

That said, reducing the rate of gain too much would lead to muting the benefit of culture grabbing as a strategy to increase levels faster than your competitors. Again, we create, we see how it goes, and we adjust once playtesting shows it requires it. I don't want to tweak only to have to retweak in the opposite direction until I know where a good balance point exists. At this time, I DON'T know so I'm not inclined to rush to adjust until an issue shows itself.

Actually, I'm thinking its the REALLY late game when culture output skyrockets (note all those buildings, usually wonders, that gain +100% culture output some hundreds of rounds after they're built) that most of the levels would come as the rate of culture earning exceeds the exponential increase in need to reach the next level.

At that point we can begin to offer some trait selections designed specially for that era as well. Not ALL traits need to be available right from the beginning and developing up linearly from there... there can still be some special options techs unlock along the way. Some of the new tags I'm putting in now support that concept.

In fact, I would even suggest having some traits that don't improve. Strong for their era but limited in their ultimate potential. Hunter. Gatherer. Traits like these could be useful for this in the Prehistoric era for example. I was planning to do some of these side-traits to see how they go in my own workup.

In short, I'd put the 2nd trait tiers at late prehistoric to early ancient on their prereqs, and the 3rd tiers at somewhere within the classical age. Further testing will be needed to see how far out the 4th should be. Hopefully late medieval/early renaissance. That means 5th tiers would be about mid-modern. And we could even get 6th tiers late transhuman to early galactic.

If you're trying to keep most leaders to about 2 traits apiece, this is what I'm predicting may be about right. Though I'm not sure why it would be so bad to offer the ability to further diversify beyond 2... when I started playing C2C, we had the pirate leaders having 4 traits each and I LOVED it and suggested all leaders be given this many.

If a player gains and keeps up with 3 base trait selections, that's not such a bad thing... as a reward for greater culture output they can either have an extra trait their developing OR they can get rid of their negatives as they come. From there it'd be challenging to develop any more than that and keep those at peak.

However, if you wish to design the tiers with different earning potential in mind, an adjustment to the rate would be as simple as changing the gamespeed file modifier to the level gain threshold by %.

No matter HOW we approach this, a LOT of playtesting will be needed to find the necessary tweaks.

One very interesting event took place in our game with this... a new leader from revolt was understandably a bit behind the ballgame with her leader level... in one round she pounded out enough culture to get her first 2 levels thanks to not only almost having reached the first but the use of a great artist blast as well. That was some interesting strategery.

I think you wrote that perhaps in the future some traits wouldn't be available from the beginning but maybe connected to the era (like: the prehistoric "food enhancing trait to be picked": would be "nomadic" whereas the ancient eras one (or lvl2 of food) trait is "agricultural"?)

- or maybe certain traits would be tied to techs, like being able to pick the trait "agriculture" would becoming available with finishing the research of the tech "agriculture", "nomadic" with "nomadic lifestyle" and so on?.

After all there is no reason for a "philosophical" or "cultural" trait with none of the prerequisites that are needed for its existence being present in a civ that has no language or anything else yet.

So for example the trait that gives culture would be available with Prehistoric music, a later version lvl2 of that trait at Music etc?

The trait "scientific" could be unlocked with oral tradition, lvl2 with of it literature and so on?


I would like to be able to decide when to adopt another trait. I experienced in vanilla civ5 that using the option "can delay social politics" meant that, as certain social policies were tied to eras (like auhtority needs industrial age to be reached to be accessed).
This "allow to delay" option made slingshots to better social policies possible (which in civ5 is good as once you start to invest your social policy/culture points in one branch you better stick to it as if you finish one brach you get a big reward - and the later social policies are of course having better rewards than those of the early eras....

You can't really say this excursion into civ5 traits has much of a connection to the question what would be if the availability of certain trait branches (lvl1-lvl5 or something) in C2C were connected to techs but what is important I think is that that strategic players would want to wait with accepting a new trait once they hit the bar
but maybe wait a few more turns until they finished researching a tech (like literature for example) that would give them access to lvl2 scientific --

Regarding the bars for trait expansion I have to say they are fine for prehistoric/ancient. Always playing Eternity, I found that the first trait coming at 150 is usually always the cultural trait, as it doubles the scound traits "research" at 1500 instantly and picking scientific here is obvious to me. As negative traits I had excessive, idealistic and megalomaniac, the latter being a bit weaker one on the long term.

3rd trait comes at early ancient with 150000 culture and is well timed (always agricultural for me). So breaking up this (to me at last) "best" path could mean to make traits adjusted to the era they are picked in (by techs) as well as having not a problem to chance trhreads once the times change (lay off "nomadic" trait for "agricultural" for example) But of course the nomadic trait could be kept throughout the game as well, rewarding a more pirate style of playing or something even in later eras (nomadic lvl3 available with invention of piracy for example).

So as we see some traits change in civs over time, some stay - this should be fully customizable, although changing traits could be linked to great people (you want to change a trait with the treshold still having hundreds of turns to hit the bar? Use a great artist for exchanging one throwaway trait to pick with a (available) culutural trait lvl maybe? Or a Great engineer for a "industrial" trait lvl or a scientist for scientific trait lvl etc) so you had to invest something in a change of traits "midterm" but perhaps you would glady make this investment as you just researched the technology enabling you a higher lvl of a trait you specialize in.

Coming back to the example I gave in the beginning of this post (yes, it's pretty long sorry):

You just researched Music and want to pick level 2 of it, throwing away a former picked trait "nomadic"
Now if your trait bar is at lets say 43232/150000 but you also save up a great artist you managed to get (maybe for being the first to research music lol?) now you can use him to change the trait nomadic to cultural 2, leaving again you with 2 picked traits + 1 negative but more specialised

(or you could of course need no artist if you just delayed a trait pick because you saved some points over the bar which could be at 165403/150000 or something with an "can delay trait pick" option similar to the one in civ5 - this would help the players on harder difficulties as they rarely are the first researching the techs due to insane AI boni making them techleaders).


By the way culture now has become a new very valuable currency I think - as the better you are culturally you can effect to get commerce and production by more and better traits. And as you can "produce culture" with hammers once you have Music, we really should have in mind that a "culture bubble" can be possibly exploited...just sayin'... :scan:

I would say the points needed to trait expansion could also be tied to the #in the scoreboard - the reason for this is that smaller empires are more forced to specialise their strengths to survive whereas large empires often stagnate and then collapse.

The reason for the cultural diveristy is that europe acted as a kinf of net in which the tribes were driven in like fish by the steppe hordes. This being pressed in made them so agressive to colonize the world with their arrogance and military power which they developed, again by the exposion to constant pressure.

That way in civ terms, some european civs had lvl2 trait of agressive and cruel a bit earlier that lets say (in civ points) much bigger china, although china had more population and culture.

So what I try to explain here is why untieing traits from culture alone to
tieing expansion of traits to culture and #score could be good for the overall game flow as minor nations (again, in terms of population and culture) could still rock in some way.
In civ5, btw, the social policies are getting harder the larger your empire is, if you have 1 city the treshold is at 300 for example and with 5 cities its at 1500 for next social policy - which would be the next trait treshold level in our terms
 
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@Joseph: When you close the game, the options you're on will stay considered in the pedia when its reopened. If you simply start a game with the default of all trait options off, you'll see an accurate representation of the core traits, both in the game if you open the pedia, and from the main menu access to the pedia if you close out and reload the game thereafter. This non-resetting of options when closing out the game may be causing you some confusion if you don't realize this is how it works. I do have an eventual plan to make sure all options are cleared on mod load or game close but it's much lower priority than some other tasks at hand.


Thanks, part of it I knew.

JosEPh
 
Where do I find the "Base" Traits, the one you get if you Do Not select Any Trait Options at all.

Do they display correctly in game these "Base" traits?

Thanks
JosEPh

If you want you can also just look at the core traitinfos XML, which be definition has the base trait stats. But it is a known issue that Option edits don't play well with the Pedia without a game active.
 
I'm doing 4 tiers not 6.
Slightly, Moderately, Very, Extremely.

Very Should be around Modern imo.

Can you tell me how much culture is required for level ups?
The BASE, which is based on Normal Gamespeed (which will also soon be adjusted for mapsize and difficulty) is 10 X lvl+1. Thus, to get the first is 10 culture, the 2nd is 100, the 3rd is 1000, the 4th is 10000, the 5th is 100,000, 6th is 1,000,000 and so on. The gamespeed modifier multiplies that by a percentage adjustment. I'm not sure what ls612 established on all those at this point but it seems to be pretty fitting so far.

As I've said, I don't know how fast civilizations tend to develop their culture output in relation to this exponential increase in requirement yet.

This is also based on also utilizing the game option No Positive Traits on Gamestart. If you don't have that, you get the leader's base first traits but you also basically start off at the 2nd lvl. Thus, to get the next trait still takes the same amount (1000 base.)

I know how you feel there but keep in mind if we reduce the amount of picks we reduce the amount of enjoyment that can be had in the system and reduce the effectiveness of culture expansion to earn traits as a strategy in relation to research expansion for techs. To some extent the two are in competition for the attention of the player and if we reduce the amount of picks by too much we make enhanced research far more important, which it still probably is slightly more important now.

In short, I'm trying to give a good and viable alternative strategy to the 'always maximize research over everything else' strategy. Eventually, I'll look to try to enhance the usefulness of espionage for this purpose as well.

Also,

Do the leaders start with their inherent negative (slightly)? Or is the first negative trait selection that you describe, selecting the first 'slightly' negative one? Is it compulsory?
It depends. If using the No Positive Traits on Gamestart option, they don't start with any traits, including negative ones. The negative then comes at 2nd lvl and the pick is enforced just after the positive selection made at that level, leaving the leader at its stock 2 positive, 1 negative. Thereafter it's 1 negative every 3 more levels.

It's compulsory to pick one but the next level offers you the ability to eliminate a negative rather than take a positive. And I do intend to implement Koshling's idea of allowing a negative selection to instead negate a positive trait if the player so chooses.

I still definitely think its impossible to make the 'slightly' negative traits anywhere near potent enough for them to become gradually less negative if they begin 2 level ups into the game.
Imagine the first trait giving a -15% production. Of course there's more than that to the Negative Trait but this is just for an example. At 20 production in the first city, this means -3 production overall. A player may well still be, after such a modifier, at the top of the list for production at that point.

But down the road, when the sum total of production in the nation is somewhere around 5000 (which isn't toooo far into the game actually), that -15% means -450 production. When their next Negative Trait selection comes up they are already noteworthily suffering (more noticeable now than it was at the beginning) from reduced production. So when they get the option to take a -10% production vs a -15% food (from a differing negative trait), it's debatable which is a worse penalty in this case. The overall impact in game terms is actually worse if you take the -15% food but it's perhaps not as crippling as ending up with a total of -25% production from the combination of both negative traits. Thus, the question of diversify negatives or extend the one you have becomes far more strategic. If you have, for example, troops being built with food as well as production, you may be much better off selecting the -10% additional production penalty.

Now also too consider that if that leader continues to plow through the negative trait, he begins to see more and more benefits to the point that at the later tiers of the negative trait, he begins to experience these negative traits much as a positive one would be (the leader has learned how to work with his psychological deficiencies and turn them into something good - never completely negating the deficiency but giving him a strength to play to.) For example, perhaps the trait above may start with +5% culture. Then the second gives +10%, thus he ends up with +15% culture and -25% production. On the third, the production penalty becomes another 5% (-30% production total) and the culture becomes another +15% (+30% culture). It's already becoming as much a positive as a negative. One more tier and perhaps he just gains more culture, another 20%, and loses no further production. So now he's at -30% production, +50% culture. It's now officially more a positive than a negative but he earned it by being willing to continue to extend his deficiency until it became a benefit. He still has crappy production though... and that sucks.

These are just examples of the kind of thinking I have in mind with those.

Other types of tags do operate much the same way. This concept doesn't just apply to yields and commerces.

I know what you mean about having to tweak/re-tweak, its just I can forsee some issues in my mind and wanted to bring them up. How you approach it is up to you, if you want to wait until i've done the traits and people play them and we get feedback thats ok. I would just prefer these couple of changes first so I can create and balance the traits with a certain developing leader structure in mind.
I'm not saying it'd take long to address but I've got projects between now and the point I'm ready to revisit the mechanism in those ways. Yes... I'm just asking for some evaluation time on anything we try.

I think you wrote that perhaps in the future some traits wouldn't be available from the beginning but maybe connected to the era (like: the prehistoric "food enhancing trait to be picked": would be "nomadic" whereas the ancient eras one (or lvl2 of food) trait is "agricultural"?)

- or maybe certain traits would be tied to techs, like being able to pick the trait "agriculture" would becoming available with finishing the research of the tech "agriculture", "nomadic" with "nomadic lifestyle" and so on?.

After all there is no reason for a "philosophical" or "cultural" trait with none of the prerequisites that are needed for its existence being present in a civ that has no language or anything else yet.
Yeah, I'm liking that. Not all trailheads into the traits tiers need to be available at the first pick. But we should work to not be too restrictive.

So for example the trait that gives culture would be available with Prehistoric music, a later version lvl2 of that trait at Music etc?
Might make for some interesting strategic decisions to rush to certain techs before the culture graduates you to a new level, or reduce cultural output until you can reach the tech you're looking to get to to unlock a particular trait.

The trait "scientific" could be unlocked with oral tradition, lvl2 with of it literature and so on?
It'll take a while for us to really narrow down the best prereq points but yes, I'm liking that thinking.


I would like to be able to decide when to adopt another trait. I experienced in vanilla civ5 that using the option "can delay social politics" meant that, as certain social policies were tied to eras (like auhtority needs industrial age to be reached to be accessed).
This "allow to delay" option made slingshots to better social policies possible (which in civ5 is good as once you start to invest your social policy/culture points in one branch you better stick to it as if you finish one brach you get a big reward - and the later social policies are of course having better rewards than those of the early eras....

You can't really say this excursion into civ5 traits has much of a connection to the question what would be if the availability of certain trait branches (lvl1-lvl5 or something) in C2C were connected to techs but what is important I think is that that strategic players would want to wait with accepting a new trait once they hit the bar
but maybe wait a few more turns until they finished researching a tech (like literature for example) that would give them access to lvl2 scientific --
I see your point but the programming on this would be pretty tricky. Being able to remove a positive with a negative could be a good use of a negative if you feel you've outdated a positive trait though.

Regarding the bars for trait expansion I have to say they are fine for prehistoric/ancient. Always playing Eternity, I found that the first trait coming at 150 is usually always the cultural trait, as it doubles the scound traits "research" at 1500 instantly and picking scientific here is obvious to me. As negative traits I had excessive, idealistic and megalomaniac, the latter being a bit weaker one on the long term.

3rd trait comes at early ancient with 150000 culture and is well timed (always agricultural for me). So breaking up this (to me at last) "best" path could mean to make traits adjusted to the era they are picked in (by techs) as well as having not a problem to chance trhreads once the times change (lay off "nomadic" trait for "agricultural" for example) But of course the nomadic trait could be kept throughout the game as well, rewarding a more pirate style of playing or something even in later eras (nomadic lvl3 available with invention of piracy for example).
And how would you feel if this rate of trait achievement were greatly reduced?

So as we see some traits change in civs over time, some stay - this should be fully customizable, although changing traits could be linked to great people (you want to change a trait with the treshold still having hundreds of turns to hit the bar? Use a great artist for exchanging one throwaway trait to pick with a (available) culutural trait lvl maybe? Or a Great engineer for a "industrial" trait lvl or a scientist for scientific trait lvl etc) so you had to invest something in a change of traits "midterm" but perhaps you would glady make this investment as you just researched the technology enabling you a higher lvl of a trait you specialize in.
I like the idea of being able to use a specialist to, with a mission, exchange a selected trait for one they replace it with (as if the leader has been influenced by this exalted adviser.) Would take a while to get to a project like that but it's noted and I like it...

By the way culture now has become a new very valuable currency I think - as the better you are culturally you can effect to get commerce and production by more and better traits. And as you can "produce culture" with hammers once you have Music, we really should have in mind that a "culture bubble" can be possibly exploited...just sayin'... :scan:
I'm wondering to what extent that would be of value at this point, given that buildings and techs appear to remain extraordinarily challenging to keep up on as it is. The choice to do as you say is a choice to ignore those two needs as well and could be fairly devastating to the nation to do so but MAY pay off if managed cleverly.

I would say the points needed to trait expansion could also be tied to the #in the scoreboard - the reason for this is that smaller empires are more forced to specialise their strengths to survive whereas large empires often stagnate and then collapse.
Time will tell if this becomes necessary but so far the goal is to challenge research as the only viable strategy so for now I'm appreciating the new value in culture.

The reason for the cultural diveristy is that europe acted as a kinf of net in which the tribes were driven in like fish by the steppe hordes. This being pressed in made them so agressive to colonize the world with their arrogance and military power which they developed, again by the exposion to constant pressure.

That way in civ terms, some european civs had lvl2 trait of agressive and cruel a bit earlier that lets say (in civ points) much bigger china, although china had more population and culture.

So what I try to explain here is why untieing traits from culture alone to
tieing expansion of traits to culture and #score could be good for the overall game flow as minor nations (again, in terms of population and culture) could still rock in some way.
In civ5, btw, the social policies are getting harder the larger your empire is, if you have 1 city the treshold is at 300 for example and with 5 cities its at 1500 for next social policy - which would be the next trait treshold level in our terms

I'm feeling that the largest influencing factor aside from size in culture development is wonders. Often smaller nations are smaller due to a focus on wonders over war and expansion. Thus, smaller nations should well be able to compete on the leaderhead level, even at times exceed due to their decisions to value wonders higher than more cities.

I've received the suggestion to make the tally towards leader level divided by the # of cities but it does remain to be seen if this, or something even along those lines, is necessary.

One small nation with a religion with a shrine that produces culture rather than gold, along with some wonders in the same city that increase the culture % output could generate a truly powerful leader still, probably more effectively than having 5-10 more cities instead. I'd find, on Developing Leaders and no-choose religions, the early religions would be extremely desirable for this reason.
 
Spoiler :
Imagine the first trait giving a -15% production. Of course there's more than that to the Negative Trait but this is just for an example. At 20 production in the first city, this means -3 production overall. A player may well still be, after such a modifier, at the top of the list for production at that point.

But down the road, when the sum total of production in the nation is somewhere around 5000 (which isn't toooo far into the game actually), that -15% means -450 production. When their next Negative Trait selection comes up they are already noteworthily suffering (more noticeable now than it was at the beginning) from reduced production. So when they get the option to take a -10% production vs a -15% food (from a differing negative trait), it's debatable which is a worse penalty in this case. The overall impact in game terms is actually worse if you take the -15% food but it's perhaps not as crippling as ending up with a total of -25% production from the combination of both negative traits. Thus, the question of diversify negatives or extend the one you have becomes far more strategic. If you have, for example, troops being built with food as well as production, you may be much better off selecting the -10% additional production penalty.

Now also too consider that if that leader continues to plow through the negative trait, he begins to see more and more benefits to the point that at the later tiers of the negative trait, he begins to experience these negative traits much as a positive one would be (the leader has learned how to work with his psychological deficiencies and turn them into something good - never completely negating the deficiency but giving him a strength to play to.) For example, perhaps the trait above may start with +5% culture. Then the second gives +10%, thus he ends up with +15% culture and -25% production. On the third, the production penalty becomes another 5% (-30% production total) and the culture becomes another +15% (+30% culture). It's already becoming as much a positive as a negative. One more tier and perhaps he just gains more culture, another 20%, and loses no further production. So now he's at -30% production, +50% culture. It's now officially more a positive than a negative but he earned it by being willing to continue to extend his deficiency until it became a benefit. He still has crappy production though... and that sucks.

Your kinda missing the point. Having negative traits early on means I must forgo A LOT of the stuff I wanted to implement in them. Big +crime big +:mad: big+:yuck: etc etc, your examples are about the only tags that CAN be used.
 
My point is to use scalable factors. Crime, for example, by population. +2 Crime per population doesn't mean much at 1-10 population but at 100 population means a lot. You can get away with severe hits on happiness and health (though happiness means a bit more than what health does as it stops people from working rather than simply slowing growth.) We may need a more scaleable tag for happiness and health/unhappiness and unhealth though.

But +4 unhealth or unhappiness is not overcomable at any era, stresses a change in build priorities under such a trait, and has room to be stepped down from despite giving a decent challenge to the player.

What else do you feel you can't apply in a scaleable manner?
 
I'll give it a go anyway thunderbrd and let you know how its gone when i'm nearly done. I think my first try with these traits is gonna be pretty sh1t either way and it'll get tweaked into line over time. So no point me ranting about this anymore.
 
lol... I know what you mean. That's pretty much to be expected, thus the reason it states on the option all too clearly: in Beta phase.

And I'm not trying to say I'll be unworkable here... just asking to try the planned approach first.
 
@Thunderbrd:

Do the traits on Leveling Leaderheads stack or does level 2 replace level 1? I ask so that I can know what to put on my XML for 2nd and 3rd level traits (which I'll be working on this weekend).
 
They stack.

Due to the fact that the trait trees won't be anywhere near the complexity of the promotion trees and the display doesn't demand the breakdown that the promo display does I decided, for now, to forgo the added effort to create a display mechanism such as we have for promotions along the same promo line. And to make each replace the predecessor is simply more complicated for no purpose.
 
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