thamis said:
Ok, I've got an amazing idea that I want to try out. Why do we have to limit ourselves to 6, 7, or 8 traits? We can make as many traits as we want to! Tailoured to as many civilizations as we want to.
Ok... how about we make yet another historical change and give each civ an advantage in the unit type it was known for. Nubians, Minoans (well, they're not in TAM4), and Babylonians were known for their good archers. Ther Germanics were known for good melee fighting. The Scythians were great riders.
Combat Expertise: Melee
- Free Combat I promotion for all melee units
Civs: Germanic Tribes, Gaul, (Greece?), Illyria, Kolchis, Hittites, Dacia, Persia
Combat Expertise: Mounted
- Free Flanking I promotion for all mounted units
Civs: Scythia, Lydia, Medes
Combat Expertise: Ranged
- Free Drill I promotion for all skirmisher units
Civs: Iberians, Nubians, Babylonians
Combat Experise: Naval (this is a weaker one, so it needs significant advantages)
- Free Flanking I promotion for all naval units
- Free Combat I promotion for all naval units
- Double production speed for harbor, lighthouse
Civs: Carthage, Phoenicia, (Greece?)
Standing Military (a strong one, for Rome only)
- Free Combat I promotion for all melee & mounted units
- Free Drill I promotion for all skirmisher units
Civs: Rome
These would come in addition to the 1, 2, or 3 traits that the civs get. It obviously makes the Aggressive trait redundant.
1) The aggressive trait doesn't work in this mod...or maybe it's just me? My units aren't getting the free Combat I promo at creation (Hittites).
2) Aggressive trait civs also get experience more readily from combat, which is something you would need to consider before removing it.
3) I think Greece had a Standing Military Presence (especially after Agememnon united Greece).
4) I like the idea of Sea Faring civ trait.
5) Is it easier to make UUs that incorporate the abilities (i.e. free promotions) that you are talking about or adding a 3rd trait?
6) Personally, IMHO, I think the easiest solution is to do the following:
a) Give a UU a point or two of extra strength compaired to units of its technology. Forget about better % bonuses than the % bonuses already given for that unit type in combat.
b) Don't get rid of the Aggressive trait (possible game mechanics issue), just change its name to Military Power or Military Expertise or something like that. Then make sure that all civs with this trait get a free 0xp promo at creation. I think along the lines of what Thamis has suggested would be fine. These were: Combat I for Medium and Heavy Units. Drill I for Skirmishers. Combat I for Ships. Flanking I for Mounted Units.
- Civs that were particularly well known for military expertise were Greece, Rome, Carthage, and the Scythians.
c) Barbaric civ trait: The Gauls, The Germanic Tribes, and Getae were relatively late arrivals in terms of "becoming civilized" and spent much of this period fighting themselves as much as they did the expansive efforts of Rome, Greece, and others. I would propose that Barbaric civs treat all terrain as unit cost one, have weaker units than the technology would suggest, but be able to build their units much faster than the more civilized civs, say 25% faster? Oh, and 50% reduction in military support costs...they lived off the fat of the land. Too imballancing?
d) Create the Sea People trait: All naval units recieve +1 sight and movement, double production speed of lighthouse and harbor. I would even suggest +1 food on coastal squares. Their UU's should be ships naturally.
e) Let's make spiritual and phylosophical traits more appealing too, while we're at it. Spiritual should build spiritual buildings at least 25% faster than non-spiritual civs. Phylosophical civs should also produce scientific buildings at least 25% faster.
f) Financial civs should build financial buildings at least 25% faster.
g) Military Power/Expertise civs should build military buildings at least 25% faster.
h) Expansive civs should build granaries, lighthouses, harbors, and aquaducts at least 25% faster.
i) Creative civs should build cultural buildings at least 25% faster.
j) Organized civs I think need a boost to their maintenance reducing abilities as well as a 25% reduction in construction time of courthouses and the like.
k) Inudstrious civs should get a free hammer on all plots generating 3 or more hammers.
7) If you incorporated some mix of what you are thinking and what myself and a few others have suggested, then you might end up with a civ trait matrix like this (at least along these lines, it is your awesome mod, I trust your team's judgement):
Babylon:Spiritual, Creative, Phylosophical
Carthage:Military Power, Organized, Financial (You could make a good argument for Sea People rather than Organized.)
Egypt: Spiritual, Creative, Industrious
Gaul: Barbaric, Expansive, Creative
Germanic: Barbaric, Expansive, Phylosophical
Getae (Dacians): Expansive, Organized, Phylosophical
Hittites: Military Power, Organized, Industrious
Iberian: Sea People, Spiritual, Creative (Sort of modeled after Portugal and Spain)
Illyria: Sea People, Financial, Creative
Kolchis: Financial, Spiritual, Phylosophical
Lydia: Sea People, Financial, Phylosophical
Mycenae: Military Power, Sea People, Phylosophical
Phoenicia: Sea People, Financial, Industrious
Rome: Military Power, Expansive, Organized
Scythia: Barbaric, Expansive, Industrious