Trait Suggestions

One is called Psychotic (for Furia the Mad), and it enables a national wonder called Furia's Diary. It's more or less a personal Necronomicon (getting gold based on OO spread) that gives Mind mana in place of Water mana and raises the AC by 5 (also not requiring a Holy City/Great Prophet to build, natch.) This makes her much more dependent on religion spread than most leaders, which seems like it could be interesting, forcing her to stay on good terms with others so as to maximize her income.

I like the idea of this one, but I think you can work it so it's not dependent on a specific religion. Give it +% :gold: :culture: and -%:science: equal to the Armageddon Counter. The closer to the end of the world the more people flock to the city to hear the readings of the diary. Make it an item/building so it can be moved from city to city.

Actually, I was thinking of possibly removing Financial from Flauros....making him Organized/Charismatic instead. That probably wouldn't be a nerf, as it would give him vampiric units sooner, make feasting more effective, and make him perhaps more militarily mighty than a Aggressive/Arcane Alexis.

I've found Charismatic to be an extremely powerful trait in RiFE. Fort Commanders and Great Commanders grow much quicker. And with the removal of +2xp from Theocracy, it's the only way you can set a city up to build all level 4 units from the start.

Of course I always liked it in FfH too. With adaptive civs I'd usually start Financial and pick Charismatic next, since the effect on units is retroactive. ;)
 
I like the idea of this one, but I think you can work it so it's not dependent on a specific religion. Give it +% :gold: :culture: and -%:science: equal to the Armageddon Counter. The closer to the end of the world the more people flock to the city to hear the readings of the diary. Make it an item/building so it can be moved from city to city.



I've found Charismatic to be an extremely powerful trait in RiFE. Fort Commanders and Great Commanders grow much quicker. And with the removal of +2xp from Theocracy, it's the only way you can set a city up to build all level 4 units from the start.

Of course I always liked it in FfH too. With adaptive civs I'd usually start Financial and pick Charismatic next, since the effect on units is retroactive. ;)

I think I like this version of Psychotic a bit better. :lol:
 
I like the idea of this one, but I think you can work it so it's not dependent on a specific religion. Give it +% :gold: :culture: and -%:science: equal to the Armageddon Counter. The closer to the end of the world the more people flock to the city to hear the readings of the diary. Make it an item/building so it can be moved from city to city.

Neat! Traits that encourage AC growth are always good times. :goodjob: Although I would suggest toning down the science penalty-- as is, it looks like it would generally be a net disadvantage to have the Diary in a given city (especially since most players typically have a higher :science: % than :gold: %.) Even with a holy city, you could end up just breaking even, depending on current :science: %, and an AV holy city would actually be penalized (since it gives :science:.)

It might actually be balanced to simply have it give the gold and culture bonuses and leave it at that, especially since the bonuses are all late-game and to a single city.
 
Neat! Traits that encourage AC growth are always good times. :goodjob: Although I would suggest toning down the science penalty-- as is, it looks like it would generally be a net disadvantage to have the Diary in a given city (especially since most players typically have a higher :science: % than :gold: %.) Even with a holy city, you could end up just breaking even, depending on current :science: %, and an AV holy city would actually be penalized (since it gives :science:.)

It might actually be balanced to simply have it give the gold and culture bonuses and leave it at that, especially since the bonuses are all late-game and to a single city.

Hmm, that is true, I suppose in practice those stats are not going to be very useful and would probably result in a net loss. I like the loss of science with the increasing AC though as it fits the flavor of having throngs of masses generally freaking out in the city.

How's this:

Furia's Diary (building)
  • +% :gold: equal to the AC
  • +% :culture: equal to twice the AC
  • -% :science: equal to half the AC
  • Each :mad: in the city produce 1 :culture:
  • Creating this building (Set Up Diary Reading) takes two turns to cast
  • Removing this building (Take Furia's Diary) causes a 1 turn revolt in the city
Furia's Diary (item)
  • Unit may not attack
  • +% strength equal to the AC
  • +% chance to resist spells equal to the AC
  • +% withdrawal rate equal to the AC
  • 3% chance per turn to become Enraged
  • Enraged units cannot carry this item
I guess it's assumed that Furia goes where her diary goes. And sometimes her bodyguards get tired about hearing how her day went and go berserk.

Or, you could make the chance to become enraged increase with the AC, so that when the AC gets high enough you're really not going to be able to move the Diary with ease.
 
How's this:

Furia's Diary (building)
  • +% :gold: equal to the AC
  • +% :culture: equal to twice the AC
  • -% :science: equal to half the AC
  • Each :mad: in the city produce 1 :culture:
  • Creating this building (Set Up Diary Reading) takes two turns to cast
  • Removing this building (Take Furia's Diary) causes a 1 turn revolt in the city
Furia's Diary (item)
  • Unit may not attack
  • +% strength equal to the AC
  • +% chance to resist spells equal to the AC
  • +% withdrawal rate equal to the AC
  • 3% chance per turn to become Enraged
  • Enraged units cannot carry this item
I guess it's assumed that Furia goes where her diary goes. And sometimes her bodyguards get tired about hearing how her day went and go berserk.

Cool beans! I'm a big fan of the conflict between wanting AV for its protection from the effects of high AC vs. wanting another religion to take advantage of the gold bonus in its holy city. That said, the effects of the item form seem like they might be a bit superfluous (since it's going to be a building most of the time).

Gotta say, I like the idea of increasing the Armageddon Count in the cause of... a peaceful, cultural victory. :lol:
 
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