Opposite civ-traits

aneeshm

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I've been thinking over this for some time, and have come to the conclusion that it would be realistic to have a civ trait & it's antitrait . It could lead to more realistic gameplay , and could also lead to a more balanced set of civs , as well as allow more vcivs with a unique set of traits .

Trait Antitrait

Expansionist Isolationist/Perfectionist
Militirastic Peaceful
Scientific Un-scientific ?(suggestions wanted)
Industrious (someone think up something)
Religious Irreligious
Commercial (ok , I give up)

The Japs could be Isolationist/Militaristic , & so on.

If there is any way to add or edit civ traits , if anyone has got the hacked editor which can do this job , then I would be grateful . Also , where can I get the hacked editor for civ3 (not the one for traits ) ?
 
I don't think that Religious civs research any slower in Civ3. The designers chose to focus on advantages rather than drawbacks of the religious aspect of life. Easier to accumulate culture because their places of worship are more revered, and less susceptible to anarchy because they have strong faith during times of trouble.

The idea of each civ having an ideological opposite was handled well in SMAC. You had capitalist Morgan vs. environmentalist Deirdre, scientist Zakharov vs. preacher Miriam, warmonger Santiago vs. pacifist Lal, and nasty ol' Yang who didn't like anybody very much.

If we were to set up opposites for Civ3, I might do it this way:

Militaristic vs. Pacifistic. Give the militarist civs a culture penalty in addition to their combat bonus, and give pacifists a culture bonus. Also, maybe the pacifists could have some way of generating Great Leaders without a war. Perhaps if they generated so many culture points in a specified time period without being at war, they could write the Principles of Nonviolence (as opposed to the Heroic Epic), and create the Monastic Sanctuary (as opposed to the Military Academy).

Religious vs. Materialist. A Materialist civilization would generate less culture from temples/cathedrals and more from libraries/universities. Give them the same free tech at age transitions as Scientific, but make their religious improvements cost more. This is a double edged sword, since materialists need the religious buildings to keep the population happy, but they are less easy to build and less culturally advantageous. The materialist player would make up for this by having lots more Entertainers. Hm, and let's make the Colosseums more effective in producing happiness, too.

Industrious vs. Environmentalist, Commercial vs. Aesthetic, Scientific vs. Traditional... really the more I think about it, the more I realize that this would require major rule alterations in order to work properly. I think I'll just go back to SMAC if I want to play competing ideologies. That game was designed to handle them and did it well.
 
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