Trickster7135
Prince
Editing traits to suit my tastes, using History in the Making Mod as my base. Here's the things I can't figure out how to do so far:
1. This one should be easy: how do I get a picture up for new traits? I can't for the life of me find where to define trait art.
2. I want to make a trait (charismatic) reduce war weariness by -25%. I'm guessing this would be a python job?
3. I want to make a trait (nautical) increase foreign trade route yield by 50%. Another python job?
4. I want to make a trait (industrious) increase how quickly workers build improvements by +50%.
5. Lastly, and somewhat unrelated, anyone know a unique effect for a Humanitarian type trait? All I can think of is +2 happiness/+2 health and free medic1 type promotion.
EDIT: while I'm here posting about this, I figure I might as well as post my full trait ideas and see if you guys think they're balanced or not. I'm making my traits more powerful than the regular ones are, as I think it makes things more interesting.
AGGRESSIVE
-25% unit exp
melee, mounted, gun start with combat1
double production of missile silo
CHARISMATIC
-25% war weariness
+100% great general
double production of monument, colosseum, and broadcast tower
CREATIVE
+25% culture
+50% world wonder production
double production of theatre
EXPANSIVE
New cities start with 2 pop
recon units start with mobility
50% faster production of settler
double production of aqueduct
FINANCIAL
+25% gold (not commerce!)
melee, mounted, gun units start with plunder promotion (+100% plunder)
double production of market, grocer, and bank
IMPERIALISTIC
+50% national wonder production
archer, melee, mounted, and gun units get free promotion Imperial Upgrade Cost (-25% gold to upgrade)
double production of barracks, stable, and airport
INDUSTRIOUS
+1 production on plots with 3 or more production
workers build improvements +50% faster
double production speed of forge, factory, levee
ORGANIZED (mutually exclusive with SPIRITUAL)
No Anarchy
-50% civic upkeep
double production of recycling center, public transport, courthouse
PHILOSOPHICAL
+100% great person birth rate
*something else?*
double production of library, university
PROTECTIVE
+100% domestic great general
archer, gun start with city garrison1
double production of walls, castle, bunker, bomb shelter, and security bureau
SPIRITUAL (mutually exclusive with ORGANIZED)
No Anarchy
archery, gun start with spiritual peace (+10% city defense, +33% reduced revolt chance)
double production of temple, cathedral, and monastery
SCIENTIFIC
+25% research
*something else?*
double production of observatory, laboratory
CUNNING
+50% espionage
spies start with Loyalty (never reveals nationality)
double production of jail, intelligence agency
NAUTICAL (mutually exclusive with AGRICULTURAL)
+50% foreign trade route yield
melee, mounted, gun start with amphibious
50% faster production of work boat
double production of lighthouse, harbor, customs house, and drydock
HUMANITARIAN
+2 health, +2 happiness (meh, needs something more interesting)
archery, gun start with compassion (+10% city defense, +5% heal tile)
double production of brewery (adds happiness with wheat), healer's hut (mini hospital available in classical age), and hospital
AGRICULTURAL (mutually exclusive with NAUTICAL)
+1 food on plots with 5 or more food
+50% worker production
double production speed of granary, distillery (+1 happiness with sugar, olives, coffee, tea)
1. This one should be easy: how do I get a picture up for new traits? I can't for the life of me find where to define trait art.
2. I want to make a trait (charismatic) reduce war weariness by -25%. I'm guessing this would be a python job?
3. I want to make a trait (nautical) increase foreign trade route yield by 50%. Another python job?
4. I want to make a trait (industrious) increase how quickly workers build improvements by +50%.
5. Lastly, and somewhat unrelated, anyone know a unique effect for a Humanitarian type trait? All I can think of is +2 happiness/+2 health and free medic1 type promotion.
EDIT: while I'm here posting about this, I figure I might as well as post my full trait ideas and see if you guys think they're balanced or not. I'm making my traits more powerful than the regular ones are, as I think it makes things more interesting.
AGGRESSIVE
-25% unit exp
melee, mounted, gun start with combat1
double production of missile silo
CHARISMATIC
-25% war weariness
+100% great general
double production of monument, colosseum, and broadcast tower
CREATIVE
+25% culture
+50% world wonder production
double production of theatre
EXPANSIVE
New cities start with 2 pop
recon units start with mobility
50% faster production of settler
double production of aqueduct
FINANCIAL
+25% gold (not commerce!)
melee, mounted, gun units start with plunder promotion (+100% plunder)
double production of market, grocer, and bank
IMPERIALISTIC
+50% national wonder production
archer, melee, mounted, and gun units get free promotion Imperial Upgrade Cost (-25% gold to upgrade)
double production of barracks, stable, and airport
INDUSTRIOUS
+1 production on plots with 3 or more production
workers build improvements +50% faster
double production speed of forge, factory, levee
ORGANIZED (mutually exclusive with SPIRITUAL)
No Anarchy
-50% civic upkeep
double production of recycling center, public transport, courthouse
PHILOSOPHICAL
+100% great person birth rate
*something else?*
double production of library, university
PROTECTIVE
+100% domestic great general
archer, gun start with city garrison1
double production of walls, castle, bunker, bomb shelter, and security bureau
SPIRITUAL (mutually exclusive with ORGANIZED)
No Anarchy
archery, gun start with spiritual peace (+10% city defense, +33% reduced revolt chance)
double production of temple, cathedral, and monastery
SCIENTIFIC
+25% research
*something else?*
double production of observatory, laboratory
CUNNING
+50% espionage
spies start with Loyalty (never reveals nationality)
double production of jail, intelligence agency
NAUTICAL (mutually exclusive with AGRICULTURAL)
+50% foreign trade route yield
melee, mounted, gun start with amphibious
50% faster production of work boat
double production of lighthouse, harbor, customs house, and drydock
HUMANITARIAN
+2 health, +2 happiness (meh, needs something more interesting)
archery, gun start with compassion (+10% city defense, +5% heal tile)
double production of brewery (adds happiness with wheat), healer's hut (mini hospital available in classical age), and hospital
AGRICULTURAL (mutually exclusive with NAUTICAL)
+1 food on plots with 5 or more food
+50% worker production
double production speed of granary, distillery (+1 happiness with sugar, olives, coffee, tea)