Thunderbrd
C2C War Dog
Yeah? Cool... funny how infrequently I actually look at the list. I'm usually just responding to alerts.
Use taking a positive trait to instead remove a negative one and vice versa, then the next selection you can take what you wanted instead.- is there a way to change a trait (Liar 1 to Naive 1) ? (By worldbuilder or scripts ?) Contrary to what I thought the diplomatic penalty is really painful...
YesSpiritual starts a golden age when an Illustrious Prophet born, does this also concern the illustrious phrophetes that one gains by discovering new religions?
I have considered giving a 'randomize' option selection in the trait selection list that would completely pick one of the availables at random in case you are interested in playing a game that throws at you different challenges you wouldn't expect or if you just can't figure out what you want to choose. It'd be a bit of a trick to pull off but I've already spent some thought pondering how it could work.
Whenever I have to choose a trait, I always do it randomly. Probably always will.I have considered giving a 'randomize' option selection in the trait selection list that would completely pick one of the availables at random in case you are interested in playing a game that throws at you different challenges you wouldn't expect or if you just can't figure out what you want to choose. It'd be a bit of a trick to pull off but I've already spent some thought pondering how it could work. I think I'd like that over an addendum game option that makes it always happen, for positive or negative or both selections, because that way you can choose at each juncture if you want to randomize or not. Don't expect this right away though because it's a little complicated to establish.
I can't tell you if C2C has the same 'main strategies' as civ4... but your list for civ4 is almost a decade old. The espionage and wonder (and strike?) economies have proven themselves at least as strong, probably much, much stronger. My only point here is that evaluating traits (or units, or buildings, or whatever) inside that 'cottage v specialist' mindset limits you as a player (which is fine, that can be more fun for anyone), but also would pigeonhole development into something even more restrictive. I get the impression that C2C's overarching development goal is the opposite.2. I'm still thinking of BtS's main strategies: the cottage economy vs the specialist economy.
The Roman empire was strong at management but let's face it - it was better at taking than at holding things together. Imperialism is focused on the growth of the empire, particularly by assimilating others, and it would require other traits to support that larger nation once you have it. If leaders could only be one trait, I'd agree with expanding on the theme.1. I'm not sure I like how Imperialistic has become mostly a military trait now. When I think of empires, it's not just about conquering new land but also governing the vast land already held: The Roman empire, not Alexander's empire. I think it could either use some peace-time benefits mixed in, or simply a name change. I like the focus on siege units though; they're often neglected.
I'd think many players would like that sort of combination of strong attack AND defense. Quite contrary to being a weird position, I'd think it would be one where you could take what you want AND hold it regardless of what those you've bullied around try to do about it.It puts Charlemagne in a weird position... Imperialistic and Protective. Good city attack and good city defense. So... what? Do I let them come to me, or do I take my army to their gates?
Yeah, you answered your own point how I was going to. If there is a trait that focuses on that sort of strategy, prolific is largely 'the one', though it would be cool to see a full build suggestion based on that specialist economy, one that also looks for reducing the unhappiness from sacrifices and enhances slave strength and specialists of all sorts.Edit: Looks like Prolific too.
Yes, these were both intended build concepts one could focus on.However, I notice a new dynamic emerging. Some traits confer their benefits mostly to slaves and citizens, the "generic specialists" which have fewer quantity restrictions; some traits benefit only "professional specialists" such as artists, merchants and spies, and some traits benefit all specialists. It seems like trait combinations are pushing players to emphasize one of these two specialist types. I'll have to play more to see how this theory works out.
- And, to a lesser extent, priests have their own thing going on to, making another little category.
There are traits that focus on growing population and those that focus on expanding cities. It's not like all traits are falling to favor one or the other but there's a few that are clearly there to support one over the other. ... the 'obvious' ones you point out for example.Tall vs Wide isn't too visible in traits. There are some considerations — maintenance cost from number of cities vs maintenance cost from distance — but I'm trying to think of any others. Most traits are balanced between the two — offering both a flat yield per city and a multiplicative modifier. When a trait favors one over the other, it's subtle. I might loosely throw trade-route focuses and pragmatic into the Tall group and golden age focuses into the Wide group, but I'm really not sure. What do I not see? (Besides the obvious: Preeminent for Tall, Expansive and Organized for wide.)
Yeah, I can understand that. I would like to do the randomization thing at some point. Do you usually roll dice to decide? How do you go about randomizing now?Whenever I have to choose a trait, I always do it randomly. Probably always will.
Thus "choosing traits that fit your playstyle"... wouldn't fit my playstyle.
Well put. Indeed the goal is to enable a more diverse set of strategies. Once the AI is taught these differences more specifically, I can see this thing becoming absolutely crack addictive to play for that reason.I can't tell you if C2C has the same 'main strategies' as civ4... but your list for civ4 is almost a decade old. The espionage and wonder (and strike?) economies have proven themselves at least as strong, probably much, much stronger. My only point here is that evaluating traits (or units, or buildings, or whatever) inside that 'cottage v specialist' mindset limits you as a player (which is fine, that can be more fun for anyone), but also would pigeonhole development into something even more restrictive. I get the impression that C2C's overarching development goal is the opposite.
Me too! Not that I haven't considered all sorts of things but I love to see what players are thinking about overall unique approaches to gameplay. It helps to have more to focus specifically on in the design process.And I'm quite aware there are wide swathes of strategies I don't see, but I need some framework to make decisions. Otherwise, answers to questions such as "How should I improve this tile?" are reduced to "Whatever feels right." Although that can be fun, it doesn't satisfy my strategic mind.
If you've developed new insights on how C2C plays, I'd love to read about them.
d20 is usually enough, but of course with two dice you can make d25, d30, d40, d144 etc, etc.Yeah, I can understand that. I would like to do the randomization thing at some point. Do you usually roll dice to decide? How do you go about randomizing now?
Interesting. Are there usually less than 20 possible selections? I've never really taken a final count of the usual amount of possible selections.d20 is usually enough, but of course with two dice you can make d25, d30, d40, d144 etc, etc.
I have to recognise something, while vanilla BtS promotes a tile economy, C2C does indeed promote a specialist-focused economy, and as specialist-focused player that's a guilty pleasure of mine. Even though I'm biased I recognise there's somewhat of an unfair adventage here.The Excessive trait, for example, has few penalties for someone focusing on a specialist economy, since their cities will produce very little commerce to begin with. Combined with something such as Agricultural (Hatshepsut) or Financial / Scientific (Mansa Musa), the SE becomes the obvious choice.
Considering how strong the Spiritualist trait is, allowing players to obtain crazy amounts of Golden Ages through exploits, we shouldn't go that way.And, to a lesser extent, priests have their own thing going on to, making another little category.
There's also another set of traits that are helpful for tall players, such as humanitarian or medical, which provide flat bonuses, something that is way more useful for tall players than for wide players.because happiness and health effects are per city and
Have you seen just how many yields most tiles give right now? I mean, I'm sure more balance is there to be had but tiles are usually still a little better than a specialist. They will be much more so when tiles also add GP pts later in the plan here.However, I have to say that if the mod developers want to balance this they shouldn't penalise specialist-focused economies, they should boost tile-focused economies.
Haven't played for a while but I kinda doubt I'd agree with this still since collecting slaves is still a major goal for me as a player. I would like to think that most of MY core citizenry would be above slaving and should be mostly better used as assigned specialists elsewhere. Let the captured be the slaves.I saw what the developers did with slaves, I agree that slaves were clearly unbalanced, but now they're unbalanced in the other direction, they were "nerfed" so much that a slaving civilization is now at a clear disadvetange, there's no incentive to enslave now.
I don't think he was saying we should be enhancing that, just recognizing that there is a strategy in it. I also recognize that it's a little too prominent a strategy but I also think much of that has to do with still having too many sources of prophets coming into play. I MAY also keep this effect out on DP when free prophets are awarded to make it more balanced, though the Generals are also a little problematic for various reasons that make them a little too easy to spawn for this to work properly.Considering how strong the Spiritualist trait is, allowing players to obtain crazy amounts of Golden Ages through exploits, we shouldn't go that way.
Very true. Good observation.There's also another set of traits that are helpful for tall players, such as humanitarian or medical, which provide flat bonuses, something that is way more useful for tall players than for wide players.
I haven't developed anything. I am not that smart. But searching this forum and others for terms like "espionage economy" or "wonderbread" will show you what I mean. "Strike Economy" is also something interesting, though I can't say I understand it well enough to be used on its own, just in conjunction with the espionageIf you've developed new insights on how C2C plays, I'd love to read about them.
Can you give some details on the meanings of those terms? I'm curious...I haven't developed anything. I am not that smart. But searching this forum and others for terms like "espionage economy" or "wonderbread" will show you what I mean. "Strike Economy" is also something interesting, though I can't say I understand it well enough to be used on its own, just in conjunction with the espionage
You can easily get more than 12 yields by then on a plot as well. Farms and Mines by late game are how high?I know it's been said before but Priests are OP with custom traits, even without the golden ages
1 -1 humanist
1 naturalist 1
1 naturalist 2
1, , spiritualist 1
1, , spiritualist 2
1, , spiritualist 3
4 1 2 2 2 1 per specialist, with jewish and hellenic giving even more bonuses through wonders. You can do unlimited priests with state church or theocracy.
Though it's unlikely you'll get all of those traits, just by specializing 3 traits into spiritualist and 1 into naturalist you can have super citizens that provide a bonus to everything.
Yeah, but by then you've already got enough pops to max out your cross to begin with. At least, that's been my experience.You can easily get more than 12 yields by then on a plot as well. Farms and Mines by late game are how high?
True and it takes time to get that many yields, both through traits and techs to enhance the plots with.Yeah, but by then you've already got enough pops to max out your cross to begin with. At least, that's been my experience.