Platyping's Python

Diplomatic Trait
Spoiler :
Diplomatic.jpg

Simple copy and paste from Utopia
 
Thanks :D

Mercantile Trait:
Mercantile.jpg

Just added a python effect to tsentom1's idea and boost its effects to be on par with the others

Faithful Trait
Faithful.jpg

Both Units and Buildings
 
Conquerer Trait
Conquerer.jpg


Strategic Trait
Changed from granting City Raider I to Accuracy for Siege Units, so that these 2 can stack

Traits Pack Updated

@The_J
I guess I need another post between first and second posts :D
 
Builder Trait
Builder.jpg

Number of Buildings based on current Era so that it is not too OP at begining or totally useless at Future Era
Basically, 1 for ancient, 2 for classical and so on.
Only buildings that the city itself can build, so no lighthouses in non coastal cities.
Wonders excluded obviously

Airborne Trait
Airborne.jpg

Not sure if this is useful, since this is obviously a late game trait
 
Nice ideas again.
Will have to take a look how you did that with the air capacity :hmm:.

What about doing negative traits so each leader would have negative trait which would make game more interesting/dynamic

ex. disbeleiving-negative bonus against religion (like harder to spread or something)

I'd consider it unfunny. It's not really exciting to start with penalties IMHO.
 
I'd consider it unfunny. It's not really exciting to start with penalties IMHO.

:lol:Wasnt trying to be fummy but fair enough:D

other sugestions
Greed
-Receive double the gold when trading

Charitable
-No idea for bonus but good name for trait:lol:

Literate
-Takes less to research writing
-Small tech boosts to current tech when library built

self-efficent
production bonus based on how many civs you arent trading with(not sure how you tell that)

Woundrous
-Small golden age whenever wonder built
 
Nice ideas again.
Will have to take a look how you did that with the air capacity :hmm:.

The ugly way ahem... :D
Dummy building, set as nuke n spy immune

@dacubz
RI has some negative traits I believe, seems like leaders have 2 good ones and 1 bad one
 
+25%:food: of trade route commerce is a terribly unbalanced idea. Otherwise, I like your traits!
 
Hmm, it was meant to be on par with the other traits.
If it is too imba, I can take it off and increase the gold abit more?
Too long never play a real game so no idea
 
2 food means 1 free specialist. also, +1 trade route can be more useful than the whole financial trait. trade traits can hardly get balanced.
 
Hmm, next update I will just nerf it to 20% gold and 1 coastal trade route.
The thing about trade route is, if your game has too many stuff adding trade routes like buildings and techs, that makes it possible to reach the max trade route limit, then essentially this additional one is just allowing you to reach the cap earlier than others, thats all.

Thus, in the long run, it becomes useless when you reach the cap.
On the other hand, the 2% interest on the financial trait is actually much better in the long run when your treasury is high, although I added a cap to it. (250 if I remember)
 
After some trying code of islands_building take my today 3 icelands (game crash) next game one iceland only but game continue (I think I'm not a programmer , but it can be a problem with teams? ) :) In any case, thanks
more terrain edit codes, please :goodjob:
 
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