cracker
Gil Favor's Sidekick
I have posted this here in the improved traits thread, but if anyone feels it ought to be moved to a separate thread of its own please let me know by Private Message (PM)
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The current game only has six possible basic traits for civilizations to be assigned and each civ gets two traits at a time. This makes for a maximum of 5+4+3+2+1= 15 possible trait combinations. Each additional trait that could be added to the games would add n-1 possible combinations where n is the number of the trait being added. So adding a seventh trait would increase the possible unique civ profiles to 21 and adding an 8th trait would increase the possible unique civ profiles to 29.
Here are basic suggestions for Four new civ trait sets that should be considered and added to the editor. This suggestion is not meant to infer that any of the existing civs should be changed nor is it intended to imply that Firaxis should develop any new civs to use the traits, it would just be nice to add the traits into the option list to support scenarios and development.
The basic concepts driving these suggestions are:
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The current game only has six possible basic traits for civilizations to be assigned and each civ gets two traits at a time. This makes for a maximum of 5+4+3+2+1= 15 possible trait combinations. Each additional trait that could be added to the games would add n-1 possible combinations where n is the number of the trait being added. So adding a seventh trait would increase the possible unique civ profiles to 21 and adding an 8th trait would increase the possible unique civ profiles to 29.
Here are basic suggestions for Four new civ trait sets that should be considered and added to the editor. This suggestion is not meant to infer that any of the existing civs should be changed nor is it intended to imply that Firaxis should develop any new civs to use the traits, it would just be nice to add the traits into the option list to support scenarios and development.
The basic concepts driving these suggestions are:
- There is currently no civ trait that confers water specific advantages
- There is currently no civ trait that enhances happiness and peaceful paths to winning outside of culture and science.
- There is currently no civ trait that specifically enhances agriculture
- There is currently no trait that effectively creates some effects that mimic a hunter-gatherer society
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So here are the suggestions:
Self-Actualized (extra happy peacful civ) civilization trait- Gets extra numbers of content citizens above the difficulty setting level (1 per town, 2 per city, 4 per metro)
- Doubles the effects of specialist citizens without increasing their food costs.
- The cost of selected improvements that are tied to the trait are reduced by 50%
- Can produce great leaders without combat by using the method shown below.
The ability to produce great leaders peacefully must be severely controlled or it could be unbalancing in a big way. Civs that have this trait could produce great leaders peacefully by using the "wealth" setting in the production queue to engage a probability of producing a great leader. The wealth setting would still produce wealth but the additional probability of producing a leader would be calculated based on the total number of shields of production that are assigned to wealth in all the cities of the empire. A base factor for this probability needs to be set in the editor in the general game settings. I would initially set the base factor for a peaceful leader to be 100 and then us it in the following formula:
GL(%) = $Shields / (IF( $Shields < (base) ) then ( ( $Shields / ($Shields + 15*base) ) else (0.0625 + (0.2 * ($shields - base) / $shields + 15*base))
This equations should have the probability rise to a level of 1 in 16 per turn and then continue going up but with only a 20% increase of the prior rate. The 20% multiplier is set here in this example but should be included in the general settings of the editor.
Producing a peaceful leader would also drain a percentage of the civ's treasury because the peaceful leader would use that cash to fund some project or build an army. The cash used up by the peaceful leader should also be set in the general settings of the editor.
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Maritime civilization trait- Begins the game with the ability to BUILD a simple an inexpensive naval unit without a pre-requisite tech.
- Gains the ability to build naval type units on any body of water.
- The cost of coastal installations would be reduced by 50%
- The movement value of all naval units with more than one move point would be increased by 1.
- Gains the ability to cross rivers without a movement penalty even before the prerequisite tech is discovered.
- Gains the ability for any naval unit with an attack value of 1 or less (A<=1) to harvest the benefit of bonus squares in water just by sitting on that square without expending any movement points for an entire turn.
Food and production benefits from maritime resource benefit would accrue to the nearest and/or largest town/ city in the civ regardless of wether that town or city had a harbor. The maritime resource benefit could not be used on resources within the cultural boundaries of another civ.
Agricultural civilization trait- Workers can irrigate squares in 1/2 the time
- Workers can plant Forest in 1/2 the time after the prereq tech is discovered
- Reduces the cost of selected improvements by 50%
- Removes the despot food production penalty in towns of pop 6 or less.
Hunter-Gatherer civilization trait- Doubles the value of resources worked by citizens within the boundaries of a town or city.
- Increases the food production value of jungles, tundra, and mountains by 1 food unit (subject to despot penalties)
- INCREASES the cost of selected improvements until a prerequisite tech is researched.
- Activates the worker ability to gather the benefits from resources that are not being worked by civilians. (see below)
- The ability to set a prerequisite tech that eliminates the special traits of this civ trait.
The hunter/gather worker ability would be an automatic function whenever the worker occupied a terrain square with a resource and expended no movement points for that turn. The trait would function on any tile connected to the civ by roads. Food and production benefits from hunter gatherer workers would accrue to the nearest and/or largest town/ city in the civ. The hunter/gather resource benefit could not be used on resources within the cultural boundaries of another civ even if a ROP was in place.
Note that the hunter gatherer trait would be intended to create civs that could do better in marginal terrain areas early in the game while potentially limiting their access to technology and culture through the increased improvement costs. The intent would be to have these civs be able to gain enlightenment at some point later in the game even if this enlightenment forced them to give up the continued benefit of their "wild ways"
An added final note: The combinations of special abilities shown with the suggested civ traits above are just suggestions floated in an attempt to create a package of special advantages that would make the traits very valuable to certain strategies and under certain specific terrain conditions. The abilities listed are also intended to fill gaps and provide traits that would be significantly different from the exist 6 traits that are already included in the game.