Suggestion to improve 'Imperialistic' trait

I just had a BRILLIANT idea for Imperialistic trait... Well actually you decide.

What is Imp gave -25% to distance maintenance. Wouldn't be too game-breaking (you can nerf it down a bit if you think its too high) and it fits the theme of Imperialistic I think. I mean... it's supposed to encourage larger more sprawling empires right? What better way to accomplish this is there? The Settler bonus is a joke. I usually build about 3-4 Settlers a game, and almost none after 1AD.

Good idea now we need to mod it in.:blush:
 
What Watiggi Said and also imagine how overpowered Julius Ceasar (Org/Imp) will be.

Half cost Civics, + low distance Maintenance combined with cheap courthouses and Prats conquering left and right. You'd win quite easily.

*Wonders how Imp has been improved in BTS...* Maybe they're been given cheap Corp Buildings like how Spiritual gets cheap temples.
 
The problem with this trait is that qualities that can be viewed as "Imperialistic" are already implemented in the other traits.

Decreased cost for governing an empire? Lower maitenance for faraway cities? That's Organised trait.

The powerful economy that keeps empires running? Wait, that's Financial trait.

The only thing I did with Imperialistic in my mod is +100% production of Jail, +50% production of Grocer.
 
The problem with this trait is that qualities that can be viewed as "Imperialistic" are already implemented in the other traits.

Decreased cost for governing an empire? Lower maitenance for faraway cities? That's Organised trait.

The powerful economy that keeps empires running? Wait, that's Financial trait.

The only thing I did with Imperialistic in my mod is +100% production of Jail, +50% production of Grocer.

Actually organized provides a bonus for lower maintanace of Civics not cities.


If they gave that bonus to Imperialistic , it would be fun to play with the traits Organized Imperialistic and the Zulu civilization , like you can in BTS.

Inkanda +25% +50% from courthouses... YES
 
What Watiggi Said and also imagine how overpowered Julius Ceasar (Org/Imp) will be.

Half cost Civics, + low distance Maintenance combined with cheap courthouses and Prats conquering left and right. You'd win quite easily.

*Wonders how Imp has been improved in BTS...* Maybe they're been given cheap Corp Buildings like how Spiritual gets cheap temples.

The Praets are going to be lame either way... Org/Ind would sound quite delicious though...
 
*Wonders how Imp has been improved in BTS...* Maybe they're been given cheap Corp Buildings like how Spiritual gets cheap temples.
I would seriously doubt that they would fix it. I dunno, just the pesimist in me I guess. That fact that it hasn't been changed yet kind of says to me that it wont.
 
In the thread from which this one was recently revived I suggested +100% great spy points. If imperialistic gets a change at all I think that's going to be it.
 
Thedrin: WOW, that would be really interesting! Makes you wonder what civics are going to have additions too.
 
Thedrin: WOW, that would be really interesting! Makes you wonder what civics are going to have additions too.

If State Police doesn't have an espionage bonus, I'll have another chocolate hat made.....
 
Or...

Will they add a new trait to give an advantage to spying, and keep the Imperialistic trait boosting great general points?
 
If State Police doesn't have an espionage bonus, I'll have another chocolate hat made.....
I dunno, I had it pinned down that Police State would give +100% GG points in Warlords. That made a lot of sense to me - especially considering Pacifism's GP bonus - but nup, didn't happen.
 
I don´t think imperialistic trait needs anything that makes it "better"...At least Curys is already amazing...It would be too easy if curys would get one more bonus...Other Imp. civs I haven´t play...well I have tried Victoria, but somehow I can´t get it rolling... Imp. works with curys because early UU (immortal) provides you with at least 1 but easily 2 GG`s...then you have military city that can produce goood units. With curys it´s possible to get 7 or even more GG´s in whole game...that´s a lot compared to other traits, Usually I get 3 GG´s in a game or 4 with Facism....
 
With victoria I guess it´s not about early GG´s but rather use of that Settler bonus to grab enough land and then medieval war times for GG´s so you can have super military city just ready to make Redcoats...
 
Isn't it Cyrus? It took me awhile to figure out who you were referring to.

The settler bonus for Imperialistic works wonders. I find that if I get out an early worker and mine a hill, you can rake in the early hammers for that settler. Plus, getting Mining early is a good idea overall (to get Bronze Working for all its obvious goodness).
 
I still say that Imperialist needs no changing. It is already a quite effective trait if used properly. I think the problem is that people are too busy whining about it instead of playing with it to see discover it's usefulness. Hopefully with more Imperialist combinations in BTS, people will finally begin playing with more Imperialist leaders and then they will realize how powerful it can be.

I personally LOVE receiving the early Great Generals... Building units with 5 or 7 experience points (barracks + a GG or two) before Vassalage or Theocracy is a HUGE bonus! And I also enjoy getting my first few settlers out asap, and the production bonus helps with this a lot. Working one mine when producing a settler will make a way bigger difference than you realize.
 
I still say that Imperialist needs no changing. It is already a quite effective trait if used properly. I think the problem is that people are too busy whining about it instead of playing with it to see discover it's usefulness. Hopefully with more Imperialist combinations in BTS, people will finally begin playing with more Imperialist leaders and then they will realize how powerful it can be.

I personally LOVE receiving the early Great Generals... Building units with 5 or 7 experience points (barracks + a GG or two) before Vassalage or Theocracy is a HUGE bonus! And I also enjoy getting my first few settlers out asap, and the production bonus helps with this a lot. Working one mine when producing a settler will make a way bigger difference than you realize.

All true here.

I have found the traits to be pretty well balanced, in the end. But you can't do the same thing every game. That's one thing that gives Civ4 excellent replay value.
 
Give it to more leaders.
 
As I see it, the problem with the Imperialistic trait is that it's too dependent on the other leader trait it goes with. Some traits have great synergy with their counterparts, but few are just downright bad.

Julius Ceasar's Imperialistic Organized is no joke. Even without Praetorians, the guy will be a beast at most skill and difficulty levels. His Organized Trait allows his improved settler and warmongering powers to have relevance.

In fact, any UB or other trait that can support a larger empire benefits Imperialistic and allows it to shine. Financial Imperialistic works well, too. The main beef I have with the trait seems to be with Genghis Khan's Aggressive Imperialistic. Once you get to a certain size, you can't make war to expand, and your extra settler powers are likewise useless.

You couple that with a so-so unique unit and a situational UB and you have a Civ that's really poorly representative of a conqueror Civ.


Personally, I would move the Charismatic -25% XP requirement and add it in toto to Imperialistic. That way, there's no question on who's the big daddy when it come to highly decorated troops. It works well with the Military Instructor ability as well as the MA ability, as well as the Warlord ability.

To compensate Charismatic, we include a new power: half anger duration from hurrying production in Slavery and half anger duration from drafting. If the leader is Charismatic, wouldn't it make sense that his people would literally let him get away with murder? ;)
 
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