New Leader Traits

Impaler[WrG]

Civ4:Col UI programmer
Joined
Dec 5, 2005
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Vallejo, California
I have been working on remixing and expanding the leader Traits, several new Traits will be added and many older ones changed. These are the planed changes so far.

Agressive - Give combat bonus to all units
Creative - change to +20% Culture, double Production speed Theater and Broadcast Tower
Financial - change to +20% Money, double Production speed Bank and Market
Spiritual - add halfcost Cathedrals, possibly also Missionaries
Expansive - change to +50% Production bonus for Settlers and Workers
(This is doable and I have tested it, early game expantion is much faster, Note this bonus only applies to the Hammer input, the surplus food contributed towards production is not multiplied)
Organized - added Double production speed Jail
Industrious - changed to +1 Hammer in plots with 3 or more Hammers, Double Production speed Forge and Factory

NEW TRAITS

Ambitious - old Industrious trait, +50% Production speed of Wonders
Merchantial - old Financial trait, +1 Commerce in plots producing 2 or more Commerce
Scientific - +20% Science, double Production speed Library and Observatory
Prolific - old expansive trait but now has double Production speed Granary and SuperMarket
Defensive - New +15% defense Promotion for all units, double production speed wall, Castle, Bombshelter, Bunker
Charismatic - still need to find some abilites, the focus is on happyness buildings. Might have to add buildings for this. Their seems to be no way to add Happyness directly with XML schema for leader traits is horibbly small
Seafaring - trying to come up with an elegant way to give +50% Production speed to all Naval units, it that cant be done each one would need to be done seperatly also give double production speed lighthouse, harbor.
 
I like your ideas, they are good. I have very similar concepts for the new traits I've created as well , however I don't plan on releasing them to the public until I combine them with a few other projects I've got going on. Nice work!
 
MrUnderhill said:
I would rename Charismatic to Diplomatic and give it +2 diplomacy with other nations. Would that work?
Good idea


I also like the rest of it but i am a bit affraid that if you remove +points of some skill and just add them to a new skill, the overall importancy of skills while drop since they are getting less usefull as individual. That whould make the nation more the same and what I hated about civ 1,2 was that the nation were simular. A solution for this problem could be 3 skills per leader, but that would make agressive and defensive for instance to a much to powerfull nation, so you should be carefull with what to add and what to remove.
 
You know, I was considering doing something like this myself but hadn't yet formulated the specifics. I like the list you've come up with and your ideas above, but I agree with you that the XML schema for trait infos is painfully thin and difficult to add new stuff to. We'll have to wait for the C++ code...

The only trait I had really considered in detail was the seafaring trait, because I really liked the Byzantines in CIV3. My concept had been to grant all naval units a speed (+1 movement) promotion and perhaps combat promotion (+10% or something). More importantly I had considered adding either a unique unit or modified caravel such that the seafaring civs could explore and then send out settlers across ocean tiles sooner than other civs.
 
+1 movment would definatly be a good ability for Navel units, I would fall back on that if I cant institute a cost cutter.

As for Diplomatic this is definatly not possible with XML only and its douptfull that it can be done with Python (atleast for a long time). I would also add a Bonus in U.N. voting for a Diplomatic leader (remember Lal from SMAC he was always my favorite).

I was also hopeing for a war weariness reduction for Charismatic but alas this is also not possible.
 
I have a problem with one of my own new traits, so maybe someone here can help me with it.
I want to have a 'Trader-Trait' and this is what i did:

Code:
<TraitInfo>
			<Type>TRAIT_TRADER</Type>
			<Description>TXT_KEY_TRAIT_PHILOSOPHICAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_PHILOSOPHICAL_SHORT</ShortDescription>
			<iHealth>0</iHealth>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<ExtraYieldThresholds/>
			<TradeYieldModifiers>
				<iTradeYieldModifiers>2</iTradeYieldModifiers>
				<iTradeYieldModifiers>2</iTradeYieldModifiers>
				<iTradeYieldModifiers>2</TradeYieldModifiers>
			</TradeYieldModifiers>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

But when I want to load the mod, i got the following message:

The element 'iTradeYieldModifiers' is used but not declared in the DTD/Schema

What do I have to do?
Thanx for your help

Mahok
 
well I think its rather obvious your using itradeyeildmodier"S" as a child element to itself. Drop the S's from thouse 3 child elements and you should be fine. When you get schema errors like that go read your schema the problem is usaly some kind of mis-spelling (god knows I cant spell so I cut and paste from existing blocks of data as much as possible)
 
I guess you're right with the 's' (but i couldn't copy'n' paste because there is no existing trait with tradeyieldmodifier).

So I removed the 's' but i still get the same error message. Damn it.

When you get schema errors like that go read your schema
Where can i find this schema?
I searched for it, but found nothing usefull.
 
<ElementType name="TradeYieldModifiers" content="eltOnly">
<element type="iYield" minOccurs="0" maxOccurs="*"/>
</ElementType>

you can find the Schema in
Sid Meier's Civilization 4\Assets\XML\Civilizations\CIV4CivilizationsSchema.xml
 
I think some of your bonus levels may be too high for balance. I was thinking of posting 4 new Leader Traits when I found this thread. Here are my original ideas, some of which are similar to yours. Feel free to use, edit, or ignore:

Defensive: City Defense promotion for all non-melee and non-armor land units. 1/2 cost walls & castles.
Intellectual: +10% Beakers (science). 1/2 cost: library & laboratory.
Nationalistic: +2 x.p. for all land units. +10% hammer and gold in capital. 1/2 cost: National wonders.
Wanderlust: Mobility promotion for explorers and scouts. Navigation +1 promotion for ships. 1/2 cost: observatory and markets.

I tried to avoid 1/2 costs on anything that another trait in the game already had. I think these could add some spice.

My intellectual trait is obviously like your scientific, but with a more balanced (IMHO) bonus to science. Similar on Defensive.

On your seafaring trait, you wondered how to give them the ability to make ships @ 1/2 cost. Why not give all coastal cities a free drydock? This also prevents building a drydock later and building ships for 1/4 cost which would be excessive. Still a huge bonus to get free drydocks.
YMMV.
 
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