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New traits I developped and tried

Discussion in 'Civ4 - Creation & Customization' started by Babibo, May 27, 2008.

  1. Babibo

    Babibo Immortal

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    Hello all,

    It is possible to create new leader traits by simply modifying the XML files. You can't do anything you want, but I found some interesting ideas that really add something new to the game.

    Here is what I tried :
    1. Free upgrades :
    all your gunpowder and melee units get the free "Great General" Promotion. This means you can upgrade them for free (I made a Rifling beeline which was quite efficient). You also get access to the great general promotions, such as Tactics (+30% withdrawal chance, which is nice, but not game breaking), and Leadership (+100% experience gained from combat, which is not as powerful as one may think). This one is not very powerful, although quite fun. I combined it with idea #2, and then it became too powerful...

    2. Productive trade routes

    All your trade routes yield production in addition to the normal commerce. Although the numbers could be changed, I found this trait to be balanced with an amount of additional production equal to 50% of the trade route value, rounded down. For example, if you have a trade route of value 3 :commerce:, you get an additionnal 1:hammers:. 3 :hammers: with 6:commerce:, and nothing with 1:commerce: trade routes...
    The strategy with this trait is to beeline writing : open borders are very important, since domestic trade routes usually yield 1:commerce: in the beginning. Other nice goals : The Great Lighthouse, Currency, Compass (for Harbors), Optics and Astronomy (to find distant neighbours and get additional benefits from trade routes, Economics (for Free Market, and Custom Houses).

    3. Extra food : +1:food: to tiles that normally yield more than 4.
    This one may be too powerful, especially if you start near floodplains. Just irrigate them, and turn your cities into specialist or production powerhouses. The must for SE players. And after Biology, even irrigated grasslands yield 5:food: (which make these tiles better than a grassland town, at least under representation). You won't experience the post-Liberalism lag you usually get with an SE !

    I don't have the code in front of me, so I can't put it here. If you're interested, have a look at the civtraits.xml you'll find in your Civ4/Warlords/Assets/XML directory. I think you'll guess how I did that alone. For idea #2, however, try to find something called <TradeRouteYield>. It seems like Firaxis developed it, but never used it. You can add extra food, or extra commerce as well, but I prefer the idea of extra :hammers:

    Enjoy !
     
  2. MqsTout

    MqsTout Warlord

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    I like #2 ("Trading"). I like the idea of, but not implementation of, #3 ("Agricultural"). We're still missing the "seafaring" trait. Civ4 has enough non-water maps to make it suck on many, but then again, so did Civ3.

    #3 would be better to bolster weak squares... like +1 food on any tile that otherwise doesn't produce any. (Mined gold hills...)
     
  3. Edgecrusher

    Edgecrusher King

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    I don't really think a "Seafaring' trait is all that necessary. Every idea I have seen regarding Seafaring has a "free Nav 1 to Naval". or something to that effect. Your basically giving all those leaders the Viking UB? Plus can a leader be "seafaring"? Likewise with Agricultural. These traits seem to define a Civilization, not a leader.

    Regardless, I think a better implementation would be to give a free Ampibious Warfare to Melee/Gunpowder and some kind of bonus to trades (option #2).
    That way on a non-water map, a leader who is "seafaring" has some kind of benefit. (attack over rivers and the bonus to trade). Call it Tactical, or something to that effect.
     
  4. MqsTout

    MqsTout Warlord

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    We have had plenty of leaders, at least in the 20th century, who were very agricultural-based. Mao and Stalin both heavily focused on agriculture in their policies. It's, to me, more desirable than a 'seafaring' trait.
     
  5. Ekmek

    Ekmek on steam: ekmek_e

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    I thibk I have that in my ventian republic mod and in my split traits.
     
  6. Babibo

    Babibo Immortal

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    The problem is... We can't do much by simply modifying the XML. What I gave here is all I could find... Any other idea ? (I mean... That you managed to implement ?)
     
  7. Babibo

    Babibo Immortal

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    BTW, I saw that somebody implemented a trait that gave +1:hammers: to water tiles. Does any1 know how to do that ?
     
  8. MqsTout

    MqsTout Warlord

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    I understand. I do appreciate the ideas for what we CAN do in XML. I was just speaking freely for what I would like better, were it possible.

    How did you do #2? I don't have documentation for the field you're probably using.

    In thinking back, I don't think I'd mind #1 so much if you made another Promotion that was like Leadership but JUST the 'free upgrades' portion of it. I'd still say it's a very powerful trait.
     
  9. Edgecrusher

    Edgecrusher King

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    One of the Tags in the TraitsInfos.xml file is "TradeRouteYield" or something to that effect.

    Its also theoretically possible to give a Bonus to "production of a unitcombat type". I have played around with a trait I called "Tactical" which had a bonus production of siege units.

    Regarding the Agricultural Trait.
    One can push agriculture by giving the leader a preference to building farms. Traits really don't define how a leader acts. all they do is give a bonus when they do something specific. Giving a leader an "Agricultural Trait", would just make the cities grow quicker. Which is essentially what the Expansive trait does.

    If you were going to give leaders +1:food: , I would suggest bumping the threshold up to 5 (vs 4) and add in a +1:hammers: , with a threshold of 5 as well. Call it "Productive". Mao and Stalin didn't just push Agriculture, they pushed people to work, wherever they could work. (thus getting more production out of the nations industries).

    "Shrugs", in the end it doesn't really matter.
     
  10. Dryhad

    Dryhad Prince

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    There's a few interesting features in the Traits file. Along with those mentioned, there's the capacity for percentage increases of commerces (curiously not used in any core traits).

    There's also the interesting division of World, Team, and National wonders. At the moment, of course, Industrious just gives all three the exact same bonus. Also there aren't any Team wonders anyway (only team projects, which I don't believe are covered by this). In a mod where there are Team wonders, it might be interesting to split these three into separate traits (or even in a mod where there aren't, the remaining two could be split).
     
  11. BornSlippy

    BornSlippy Warlord

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    I'd love some sort of spy thing. +100% Great Spy points in addition to something else to seperate it from philosophical... half cost of operations and/or spies, get 1 spy automatically with alphabet..
     
  12. Babibo

    Babibo Immortal

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    As always, not everything is possible in the XML. As far as I know, +100% Great Spy points isn't feasible.
    However, +2 :espionage: per city could be done. I'm not an espionage enconomy fan, but somebody else could test it. You could also have +20% spy points generation in all cities.

     
  13. Ultimocrat

    Ultimocrat Warlord

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    Lucky/Resourceful:

    possibilities:
    + chance of popping a resource from a mine
    + chance of forest spread
    - chance of jungle spread
    + odds on good random events
    - on bad random events
    + odds of tech discovery from goody huts
     
  14. Chinese American

    Chinese American Hamtastic Knight

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    I created traits that exploits the trade routes yield two years ago (although I stopped developing this mod long ago).

    And the new leaders that have these traits:

    My whole mod was to improve trade routes, so these yield percentages might seem low unless you exploit the other additions from my mod.
     
  15. Jeckel

    Jeckel Great Reverend

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    That was an awesome mod CA. :goodjob:
     
  16. Chinese American

    Chinese American Hamtastic Knight

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    Thanks, Jeckel, You do some great work, too.

    I'm also glad they're going to include an economic victory in CivRev -- identical to commercial victory found in my mod (except you win at 20k vs my 30k). None of the vanilla Civs really made gold that important in the beginning of the game. However, it seems they're changing that in CivRev, with the ability to earn interest on gold and to hurry production since the opening era.
     
  17. 7Fang

    7Fang Chieftain

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    Extra Food + Philosophical = :jesus:
     
  18. MqsTout

    MqsTout Warlord

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    Any of these extra food options posted in here appear to be too powerful.
     
  19. Chairo Hisui

    Chairo Hisui Chieftain

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    I actually think that first idea you had is one that people are neglecting and would be pretty nice. Call it Militant or something and have the Leadership Promotion for all units, double XP would seem fanciful but after a certain point (because of the rise in XP needed for a promotion) it would eventually taper off to uselessness. Combine it with double production for Jails and something like Rushmore and we're set to go!

    Or you could have Tactical, which gives tactics to all units (which is could get extremely annoying for counter attacks) and double production of stables. This would fit Genghis pretty well!
     
  20. cripp7

    cripp7 Playin' Bored

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    can you update that will beyond the sword 3.13? Looks like a very good mod to try.
    Cripp
     

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