[Rising Tide] Let's talk Diplo Traits

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I think we know all the diplo traits now so I figured we could start a discussion on them.

Here is what we know:

Domestic Traits

Humanitarian - plus food
Developer - plus health
Industrialist - plus production
Refined - plus culture
Innovative - plus science
Commercial - plus energy
Defensive - plus combat in friendly territory
Cooperative - plus internal trade route yields
Vigilant - Slower increase of Intrigue
Spacefaring - Increased Duration of orbital units

Political Traits

Progressive - global health for each agreement initiated by you
Expansionist - less culture to claim tiles
Ambitious - better conversion rate for city processes
Enlightened - virtues cost less for each agreement initiated by you
Insightful - Science per turn for each agreement initiated by you
Generous - it costs less energy to purchase buildings/units/projects
Disciplined - military units get XP faster
Enterprising - increased international trade route yields
Subtle - covert agents finish quicker and less likely to die
Aspirational - city orbital coverage increased

Military Traits

Precise - science for killing enemy units
Practical - reduced energy maintenance for units
Imperial - increased combat strength outside friendly territory
Profiteering - increase on yields from trading with stations
Suspicious - covert agents rank up faster
Integrated - increased combat strength for units under orbital coverage
Efficient - increased production of units
Honorable - culture for killing units
Protective - increased city strength
Colonial - purchasing tiles is cheaper

I like that these traits really help define the leaders now.

What do you see as good combos for each leader?
 
Domestic Defensive (+15% strength in friendly territory at lvl 3) and Military Integrated (+15% strength under orbital coverage at lvl 3) seem to overlap. If you pick those two at level 3, plus Mercenary colonists (+10%) and Brasilia (+10%), You're getting some good amount of survivability. Place a Tacnet overhead, and you got +70% strength and 5hp heal (10 with brasilia), with nodes around, 30hp/turn, finally, i can survive Apollo \o/
 
It looks like the science bonus for killing enemies from Precise will stack with the science bonus for killing aliens from the Scavenging Virtue, making a genocidal war against the native life an interesting way to get a fairly early science lead. I like that it makes thematic sense too, as of course military tactics that favour killing aliens with precision are going to better preserve the carcasses for examination.
 
We really need a list of the sponsor traits including those we can get from sponsors in trade as well. Especially since many of the sponsor traits are total game changers.
 
Refined Enlightened Cultured will make you totally owning those virtue trees, I suppose, make you racking up bonuses and discounts fast
 
I'm compiling a more comprehensive version of the Trait list that I will be updating over time as we get more information. I am also including what Agreements the Trait provides in addition to the scaling values on both Traits and Agreements. If I've made a mistake or if you've found more info please let me know.

I've been scrubbing video footage and will continue to do so.

Here is the link to the Google Doc.
 
I'm very excited by the diplomacy and characteristic options. My only concern is this mechanic eclipsing Virtues, as the benefits granted to the leader acquiring the characteristic are very similar to those there.

I appreciate how they are like services the colonies develop and then sell those services, even though it sounds like something that should be bought with commerce points. I guess it simplifies the possibility of either energy being too import or in insufficient quantities by having a separate diplomacy currency.
 
Not that this matters for gameplay purposes, but I see the concept of "renting" those services as more like the syngeries that someone gets from having a close relationship with someone, or maybe signifiying the kind of benefits you get when you generally work closely with another country. It's finally putting some meat on the concept of having a "Cooperation Agreement", something which has been utterly meaningless in Civ V and BE until now.
 
I've said it before, but I think the Honorable and Precise yields per unit killed are far too weak to make a difference.

Such bonuses were also pointless in Civ 5, though I found that increasing them to ten times their usual value - ten times enemy combat strength - made for an interesting mechanic of proactive development.

Active play should be rewarded more than passive play, in my opinion.
 
Miller said in theFiraxis LP that the bad traits would be tied to good agreements, which would mean more AIs would trade with you, so they would effectively boost your diplomatic capital. You'd then be able to spend that capital to boost your other traits faster. So it might be worth taking a trait in one category you don't care as much about.

Though we'd have to see the traits paired with the agreements to judge whether that actually is accurate...and it would depend on the AIs making smart decisions/those agreements having strong flavours, which we obviously can't determine before the game comes out.
 
I'm compiling a more comprehensive version of the Trait list that I will be updating over time as we get more information. I am also including what Agreements the Trait provides in addition to the scaling values on both Traits and Agreements. If I've made a mistake or if you've found more info please let me know.

I've been scrubbing video footage and will continue to do so.

Here is the link to the Google Doc.

Well done. I look forward to updates.
 
Well done. I look forward to updates.

Thanks. Unfortunately I forgot to make note of the Capital cost for each agreement, so I'll have to go back and look for them.

I'm trying to make list of the Units and Affinity bonuses as well, but with the information what we have right now, that is slow going.
 
Thanks. Unfortunately I forgot to make note of the Capital cost for each agreement, so I'll have to go back and look for them.

I'm trying to make list of the Units and Affinity bonuses as well, but with the information what we have right now, that is slow going.

The costs are a big factor. The really strong agreements have maintenance costs of 25 per turn. Definitely not something we'll be picking up early.
 
Miller said in theFiraxis LP that the bad traits would be tied to good agreements, which would mean more AIs would trade with you, so they would effectively boost your diplomatic capital. You'd then be able to spend that capital to boost your other traits faster. So it might be worth taking a trait in one category you don't care as much about.

Though we'd have to see the traits paired with the agreements to judge whether that actually is accurate...and it would depend on the AIs making smart decisions/those agreements having strong flavours, which we obviously can't determine before the game comes out.

Aw, that's mathematical gobbledegook. Spending D.Capital to get D.Capital ? The one will outpace the other, it just has some lead time, now the means are meaningless. And you -create- friendliness with a faction! whatchu talkin' bout, Miller?

The progress and pacing of these things is way off. Especially if those traits cost more than sublinear functions of magnitude in Capital to upgrade.
 
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