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New Modder - Trait Modding Questions

Trickster7135

Prince
Joined
Aug 30, 2010
Messages
321
Location
954, Florida
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)
 
Charismatic would need to give a free building to all cities that reduces war weariness (A building with no description or civilopedia mention)
Nautical: A building like charismatic but that increases foreign trade
Industrious: I believe that option is in civ4traitinfos.xml, but if not, make a building like the above 2

Financial is underpowered.
Scientific could boost library, university, oxford university, and university of sankore production.
 
Charismatic would need to give a free building to all cities that reduces war weariness (A building with no description or civilopedia mention)
Nautical: A building like charismatic but that increases foreign trade
Industrious: I believe that option is in civ4traitinfos.xml, but if not, make a building like the above 2

Financial is underpowered.
Scientific could boost library, university, oxford university, and university of sankore production.

How do you have a trait give a free building?

Also: what would be a good +% for financial for it to be balanced?
 
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