Suggestion to improve 'Imperialistic' trait

I don't know. It seems a tad too powerful, and the flavor seems out as well. A Charismatic leader fields in large numbers of very strong troops? I mean, lots of troops, yeah, but lots of Elite Troops? Seems more fitting for an Imperialist.

Technically, it would be probably be better to include a DECENT non-war related benefit for Imperialist to balance out its wartime benefits, but frankly, I can't think of a good one to implement without stepping on Organized.
 
"Imperialistic" ^^

Er......50% less war :mad:
Or......20% - 25% more :hammers: for Mounted Units or Siege Units.
Or......25% - 50% less :gold: for Unit Upgrade.
Or......resistance in captured cities shorter by 50% , and city defense bonus recover 33% - 50% faster.
 
Instead of going with something hard to mod, I'd just give it a double production on a spy-related building. Why? Not because it is a great match for Imperialistic, but Firaxis isn't adding any new traits, and we really don't have a spy-trait right now. So it kind of fills a niche, giving it utility. Even if it isn't a perfect fix.

But then again, Firaxis could surprise us. Let's wait and see until they release all the adjustments they make before deciding on something to mod in because they have ignored us.
 
After mulling it over a bit, I figured you might give a bonus to Imperialistic based on vassals.

For instance:

No maintenance for vassals, +100% score from vassals, +100% gold from vassals. That way, they're encouraged to have lots of vassals, and to tax them heavily.
 
The problem with that, as has been mentioned before, is that vassal states can be completely turned off in the options menu. Besides "Always Peace", the traits have utility irregardless of the options in the menu (and, arguably, Imperialistic and Charismatic still have utility due to the faster settlers and happiness).

Honestly, I'd rather see something related to espionage, if for the sole purpose of having one trait in the game boost your espionage abilities. Currently, as we know it, there are none.
 
I suppose that's true. In that case, I REALLY think that the cheaper XP thing ought to be an Imperialist's benefit. Less anger from drafts, whipping, or even war can be used to benefit Charismatic leaders in war.
 
Double cultural deposit rates on tiles.

This is distinct from getting extra culture -- it just boosts your ability to claim territory, not your radius. :)
 
Imperialism is a god send when you are trying to survive raging barbarians on a large or huge world. Less time gathering settlers = more time raising troops & more cities to do it in sooner. And it can be a god send in a difficult war as well when you receive great generals who can immediately promote several units at once. I guess I see it as sort of an insurance policy to doing well in the early game, which is nothing to be scoffed at since it's generally the most important phase.

Of course, I tend to play on huge worlds at marathon speed with almost as many rival civs as possible, so maybe imperialism is just better suited to such an environment :)
 
Actually it would be nice to play as Genghis Khan and get +1 XP for all my units or something.
 
I'm glad the Ger actually represents the Mongolian cavalry doctrine, because none of the traits in the game boost cavalry.

My favored strategy for improving the Imperialistic trait is either increasing either existing bonus, giving them double production on Monuments (hey, it seems to fit the theme), or giving them an "indirect boost". The indirect boost includes stuff like increasing the amount of experience you receive when you attach a Warlord to a unit, or in general making great generals stronger so that obtaining more of them through Imperialistic is more valuable.
 
That's a really freakin' good idea!:goodjob:
 
Some of these are old posts, but I wanted to comment them anyway.

I agree. The more I thought about it, the more I like the idea of 1/2 priced markets or grocers. Grocers might be a bit much with the health bonus, but Julius Caesar with 1/2 markets could be...strong. Anyways, the reason I like it is it doesnt involve warring, and it fits thematically with taking over and exploiting other civ's economies. Dont believe me?

I like the idea of DPS Markets and Grocers, especially when both Roman leaders are Imperialistic now (in BTS). That would also make Cyrus more interesting choice compared to Darius I. DPS Customs Houses suggested in other thread would be good too, but I've started to think that Portugal with DPS Feitorias could be a little too powerful.

Maayybbee it should be the other way around: can build Warlords and Military Academy right from the begining and make the Instructor (+2xp) available only after Education. That would both help the aggressors (having to make Military Academy for production or Warlords for xp), 'help' balance out Cyrus and Julius if they had a true +100% GG emergence and balance out Cyrus's Charismatic effect on the Imp trait. One wonders why they didn't do that in the first place. It's the instructors that unbalance the early game - particularly for Aggressive leaders (who loose out) and Charismatic leaders (who win out).

I don't think it's a good idea to make a great specialist type allowed after a tech is researched. I think that possiblity to make your great people settled as great specialists (and gain extra benefits with Representation and The Sistine Chapel) should always be available.

Pre-BTS post:
How about -25% city upkeep?

Would've been really good improvement in Warlords, but now it would make Charlemagne have no maintenance costs in all his Rathaus cities. He could make cities all over the world with 4 corporations, and pay no maintenance. We would talk about unbeatable leader after he gets Code of Laws and can start making cities everywhere there is an empty space for a settlement without any limit.

For last, my suggestion:

+100% GG emergence (either Watiggi's 60XP needed for every GG or then (maybe a little weird possiblity) you could get two GGs instead of one every time you reach the limit (limits would be unchanged))

+50% production and food for Settlers and Workers (Expansive would get +1 food in all cities because of the lost Worker bonus and maybe DPS Hospitals, would it be overpowered?)

Double production speed for Markets, Grocers (DPS Jails suggested would go to Organized trait)

I'm glad the Ger actually represents the Mongolian cavalry doctrine, because none of the traits in the game boost cavalry.

My favored strategy for improving the Imperialistic trait is either increasing either existing bonus, giving them double production on Monuments (hey, it seems to fit the theme)

About Gers, I think that they should be giving +5XP (+3XP extra) for Mounted units because Totem Pole gives extra +3XP to Archery units too. Bug that obsoletes them with Rocketry instead of Advanced Flight should also be fixed. Keshik should also be buffed, because it isn't as great as it should be, and changes to Imperialistic trait would only benefit Genghis Khan, not his grandson Kublai Khan.

About Monuments, the bonus would have no real benefit for Catherine the Great, and if you're going to make Monuments all over the empire, you should build Stonehenge to get them free, I think (I guess you would build or capture at least eight cities before Astronomy if you choose an Imperialistic leader).
 
Instead of fudging how the actual implementation works with the great general emergence, you could just give them +150% points instead of +100% points. I've been considering that now as my preferred fixing method...

Also, I realized that one leader would have little reason to build the double-production monuments. But if there is a building that fits Imperialistic better than anything, it's monuments. So I added them, and guessed that Catherine's cossacks and research institutes were solid enough that she didn't need this relatively minor boost.
 
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