Trait Suggestions

25Hour

Some sort of lemur
Joined
Mar 14, 2008
Messages
181
So I was browsing over the minor/emergent leader selections after a while away from FfH, and noticed that there appeared to be a few minor leaders who still looked fairly standard. Is the project to give them all unique traits still in play?

At any rate, I inserted a few into my own game, and figured I'd offer them up to the mod.

One trait, for Letigo (since Aggressive doesn't really work for him, his units being Golems generally) that I came up with is called Prototypist. Basically, it's a small science boost coupled with two fairly strong promotions for Barnaxus: One, Adamantine Joints, which boosts movement rate, and one, flamethrowers, which increases attack strength and grants fire affinity. The reasoning here is that this makes it much easier to level up Barnaxus to take advantage of his golem-enhancement, plus making him useful late-game in ways not involving Empower bonuses.

Another trait, this one for Herne, is called Noble. It's purely defensive, rather than economic, and boosts movement by 2 and attack power by 1 for every unit, but only when they're within national borders-- the idea here is that it would make it much easier to maintain and defend a large empire of settlements, which can't really produce their own defenders. It also boosts increases culture by 1 point per city, avoiding the casual flipping of settlements.

XML for each:

Spoiler :

Code:
		<PromotionInfo>		<!--Vigilance-->
			<Type>PROMOTION_VIGILANCE</Type>
			<Description>TXT_KEY_PROMOTION_VIGILANCE</Description>
			<bAutoAcquire>1</bAutoAcquire>
			<bMustMaintain>1</bMustMaintain>
			<bNoXP>1</bNoXP>
			<PrereqInBorderSelf>1</PrereqInBorderSelf>
			<PrereqTraits>TRAIT_NOBLE</PrereqTraits>
			<iMovesChange>2</iMovesChange>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_WORKER</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_COMMANDER</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
			<iExtraCombatStr>1</iExtraCombatStr>
		</PromotionInfo>
		<PromotionInfo>		<!-- Flamethrowers -->
			<Type>PROMOTION_FLAMETHROWERS</Type>
			<Description>TXT_KEY_PROMOTION_FLAMETHROWERS</Description>
			<bAutoAcquire>1</bAutoAcquire>
			<bNoXP>1</bNoXP>
			<PrereqTraits>TRAIT_PROTOTYPIST</PrereqTraits>
			<PrereqUnits>UNIT_BARNAXUS</PrereqUnits>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>Art/Civs/Other/Siegesmith/grapeshot.dds</Button>
			<iExtraCombatStr>2</iExtraCombatStr>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_FIRE</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
		</PromotionInfo>			
		
		<PromotionInfo>		<!-- Adamantine Joints -->
			<Type>PROMOTION_ADAMANTINE_JOINTS</Type>
			<Description>TXT_KEY_PROMOTION_ADAMANTINE_JOINTS</Description>
			<bAutoAcquire>1</bAutoAcquire>
			<bNoXP>1</bNoXP>
			<PrereqTraits>TRAIT_PROTOTYPIST</PrereqTraits>
			<PrereqUnits>UNIT_BARNAXUS</PrereqUnits>
			<iMovesChange>2</iMovesChange>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
		</PromotionInfo>	
		
		<TraitInfo>
			<Type>TRAIT_PROTOTYPIST</Type>
			<Description>TXT_KEY_TRAIT_PROTOTYPIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_PROTOTYPIST_SHORT</ShortDescription>
			<Help>TXT_KEY_TRAIT_NOBLE_HELP</Help>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<bAdaptive>0</bAdaptive>
			<bAgnostic>0</bAgnostic>
			<bAssimilation>0</bAssimilation>
			<bBarbarianAlly>0</bBarbarianAlly>
			<bIgnoreFood>0</bIgnoreFood>
			<bInsane>0</bInsane>
			<bSelectable>0</bSelectable>
			<bSprawling>0</bSprawling>
			<iFreeXPFromCombat>0</iFreeXPFromCombat>
			<iMaxCities>-1</iMaxCities>
			<iPillagingGold>0</iPillagingGold>
			<iStartingGold>0</iStartingGold>
			<iSummonDuration>0</iSummonDuration>
			<iUpgradeCostModifier>0</iUpgradeCostModifier>
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges>
			</CommerceChanges>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>5</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<FreePromotions>
			</FreePromotions>
			<FreePromotionUnitCombats>
			</FreePromotionUnitCombats>
		</TraitInfo>


		<TraitInfo>
			<Type>TRAIT_NOBLE</Type>
			<Description>TXT_KEY_TRAIT_NOBLE</Description>
			<ShortDescription>TXT_KEY_TRAIT_NOBLE_SHORT</ShortDescription>
			<Help>TXT_KEY_TRAIT_NOBLE_HELP</Help>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<bAdaptive>0</bAdaptive>
			<bAgnostic>0</bAgnostic>
			<bAssimilation>0</bAssimilation>
			<bBarbarianAlly>0</bBarbarianAlly>
			<bIgnoreFood>0</bIgnoreFood>
			<bInsane>0</bInsane>
			<bSelectable>0</bSelectable>
			<bSprawling>0</bSprawling>
			<iFreeXPFromCombat>0</iFreeXPFromCombat>
			<iMaxCities>-1</iMaxCities>
			<iPillagingGold>0</iPillagingGold>
			<iStartingGold>0</iStartingGold>
			<iSummonDuration>0</iSummonDuration>
			<iUpgradeCostModifier>0</iUpgradeCostModifier>
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
			</CommerceChanges>
			<CommerceModifiers/>
			<FreePromotions>
			</FreePromotions>
			<FreePromotionUnitCombats>
			</FreePromotionUnitCombats>
		</TraitInfo>

	<TEXT>
        <Tag>TXT_KEY_TRAIT_NOBLE</Tag>
        <English>Noble</English>
        <French>Noble</French>
        <German>Noble</German>
        <Italian>Noble</Italian>
        <Spanish>Noble</Spanish>
    </TEXT>
	
	<TEXT>
        <Tag>TXT_KEY_TRAIT_NOBLE_SHORT</Tag>
        <English>Nob</English>
        <French>Nob</French>
        <German>Nob</German>
        <Italian>Nob</Italian>
        <Spanish>Nob</Spanish>
    </TEXT>
	
	<TEXT>
        <Tag>TXT_KEY_PROMOTION_VIGILANCE</Tag>
        <English>Vigilance</English>
        <French>Vigilance</French>
        <German>Vigilance</German>
        <Italian>Vigilance</Italian>
        <Spanish>Vigilance</Spanish>
    </TEXT>
	
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PROTOTYPIST</Tag>
        <English>Prototypist</English>
        <French>Prototypist</French>
        <German>Prototypist</German>
        <Italian>Prototypist</Italian>
        <Spanish>Prototypist</Spanish>
    </TEXT>
	
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PROTOTYPIST_SHORT</Tag>
        <English>Proto</English>
        <French>Proto</French>
        <German>Proto</German>
        <Italian>Proto</Italian>
        <Spanish>Proto</Spanish>
    </TEXT>
	<TEXT>
        <Tag>TXT_KEY_PROMOTION_FLAMETHROWERS</Tag>
        <English>Flamethrowers</English>
        <French>Flamethrowers</French>
        <German>Flamethrowers</German>
        <Italian>Flamethrowers</Italian>
        <Spanish>Flamethrowers</Spanish>
    </TEXT>
	<TEXT>
        <Tag>TXT_KEY_PROMOTION_ADAMANTINE_JOINTS</Tag>
        <English>Adamantine Joints</English>
        <French>Adamantine Joints</French>
        <German>Adamantine Joints</German>
        <Italian>Adamantine Joints</Italian>
        <Spanish>Adamantine Joints</Spanish>
    </TEXT>	
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PROTOTYPIST_HELP</Tag>
        <English>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</English>
        <French>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</French>
        <German>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</German>
        <Italian>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</Italian>
        <Spanish>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</Spanish>
    </TEXT>

	<TEXT>
        <Tag>TXT_KEY_TRAIT_NOBLE_HELP</Tag>
        <English>[ICON_BULLET]Units in your territory gain Vigilance.</English>
        <French>[ICON_BULLET]Units in your territory gain Vigilance.</French>
        <German>[ICON_BULLET]Units in your territory gain Vigilance.</German>
        <Italian>[ICON_BULLET]Units in your territory gain Vigilance.</Italian>
        <Spanish>[ICON_BULLET]Units in your territory gain Vigilance.</Spanish>
    </TEXT>


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.

The trait also gives +2 happiness from Asylums.

It seems like the trait would be strong, but only in the late game when she's got Mind Stapling, which means it's probably not too overpowering. Probably a bit weaker than Financial. Thoughts?

Furia's Diary Pedia Text
Spoiler :

This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.

Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. And once in a while, a particular quote or passage catches on in the population, infecting even the zeitgeists of other nations. It flutters through the ranks of high society, sparks debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.



XML for the diary BuildingInfo and the trait, plus text keys:
Spoiler :
Code:
		<BuildingInfo>		<!-- Furia's Diary -->
			<BuildingClass>BUILDINGCLASS_CIV_WONDER1</BuildingClass>
			<Type>BUILDING_FURIAS_DIARY</Type>
			<Description>TXT_KEY_FURIAS_DIARY</Description>
			<Civilopedia>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Civilopedia>
			<Advisor>ADVISOR_RELIGION</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_THE_NECRONOMICON</ArtDefineTag>
			<PrereqTech>TECH_MIND_STAPLING</PrereqTech>
			<bTeamShare>1</bTeamShare>
			<GlobalReligionCommerce>RELIGION_OCTOPUS_OVERLORDS</GlobalReligionCommerce>
			<FreeBonus>BONUS_MANA_MIND</FreeBonus>
			<iNumFreeBonuses>1</iNumFreeBonuses>
			<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
			<iCost>100</iCost>
			<iHurryCostModifier>100</iHurryCostModifier>
			<iAsset>8</iAsset>
			<fVisibilityPriority>1</fVisibilityPriority>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1000</iCommerce>
			</CommerceChangeDoubleTimes>
			<ReligionChanges>
				<ReligionChange>
					<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
					<iReligionChange>1</iReligionChange>
				</ReligionChange>
			</ReligionChanges>
			<SpecialistCounts>
				<SpecialistCount>
					<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
					<iSpecialistCount>2</iSpecialistCount>
				</SpecialistCount>
			</SpecialistCounts>
			<CommerceChangeOriginalOwners>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
			</CommerceChangeOriginalOwners>
			<ConstructSound>AS2D_OVERLORDS_DINK</ConstructSound>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_RELIGION</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<PrereqTrait>TRAIT_PSYCHOTIC</PrereqTrait>
			<iModifyGlobalCounter>5</iModifyGlobalCounter>
		</BuildingInfo>
		
		
		<TraitInfo>
			<Type>TRAIT_PSYCHOTIC</Type>
			<Description>TXT_KEY_TRAIT_PSYCHOTIC</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</ShortDescription>
			<Help>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Help>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<bAdaptive>0</bAdaptive>
			<bAgnostic>0</bAgnostic>
			<bAssimilation>0</bAssimilation>
			<bBarbarianAlly>0</bBarbarianAlly>
			<bIgnoreFood>0</bIgnoreFood>
			<bInsane>0</bInsane>
			<bSelectable>1</bSelectable>
			<bSprawling>0</bSprawling>
			<iFreeXPFromCombat>0</iFreeXPFromCombat>
			<iMaxCities>-1</iMaxCities>
			<iPillagingGold>0</iPillagingGold>
			<iStartingGold>0</iStartingGold>
			<iSummonDuration>0</iSummonDuration>
			<iUpgradeCostModifier>0</iUpgradeCostModifier>
			<ExtraYieldThresholds>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
			</ExtraYieldThresholds>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<FreePromotions>
			</FreePromotions>
			<FreePromotionUnitCombats>
			</FreePromotionUnitCombats>
		</TraitInfo>
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</Tag>
        <English>Psy</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>		
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Tag>
        <English>[NEWLINE][ICON_BULLET]This leader can build Furia's Diary with Mind Stapling, providing a constant gold income based on the number of cities following the Octopus Overlords.</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>		
	<TEXT>
        <Tag>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Tag>
        <English>This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.[PARAGRAPH:2]Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, who become free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy.  And once in a while, a choice quote or passage catches on in the population, infecting even the zeitgeists of other nations.  It flutters through the ranks of high society, sparking debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>		
	<TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC</Tag>
        <English>Psychotic</English>
        <French>Psychotic</French>
        <German>Psychotic</German>
        <Italian>Psychotic</Italian>
        <Spanish>Psychotic</Spanish>
    </TEXT>
	<TEXT>
        <Tag>TXT_KEY_FURIAS_DIARY</Tag>
        <English>Furia's Diary</English>
        <French>Furia's Diary</French>
        <German>Furia's Diary</German>
        <Italian>Furia's Diary</Italian>
        <Spanish>Furia's Diary</Spanish>
    </TEXT>


Lastly, I threw in a trait for Weevil, Pickle and Hyde ("Abyssal"), giving their units fairly large large bonuses from Hell terrain. This'll be the Balseraphs leader that really benefits from a rising AC, since you want that hell terrain spread as far and wide as possible; they also get strong resistance to Unholy damage, making them very good for tussling with Demons on their home ground.

XML:
Spoiler :

Code:
		<PromotionInfo>
			<Type>PROMOTION_HELLBOUND</Type>
			<Description>TXT_KEY_PROMOTION_HELLBOUND</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <TechPrereq>TECH_NEVER</TechPrereq>
            <TerrainAttacks>
                <TerrainAttack>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <iTerrainAttack>30</iTerrainAttack>
                </TerrainAttack>
                <TerrainAttack>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <iTerrainAttack>30</iTerrainAttack>
                </TerrainAttack>
                <TerrainAttack>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <iTerrainAttack>30</iTerrainAttack>
                </TerrainAttack>
            </TerrainAttacks>
            <TerrainDefenses>
                <TerrainDefense>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <iTerrainDefense>30</iTerrainDefense>
                </TerrainDefense>
                <TerrainDefense>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <iTerrainDefense>30</iTerrainDefense>
                </TerrainDefense>
                <TerrainDefense>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <iTerrainDefense>30</iTerrainDefense>
                </TerrainDefense>
            </TerrainDefenses>
            <Button>Art/Interface/Buttons/Promotions/Demon.dds</Button>
			<DamageTypeResists>
				<DamageTypeResist>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iResist>40</iResist>
				</DamageTypeResist>
				<DamageTypeResist>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iResist>20</iResist>
				</DamageTypeResist>
				<DamageTypeResist>
					<DamageType>DAMAGE_UNHOLY</DamageType>
					<iResist>40</iResist>
				</DamageTypeResist>
			</DamageTypeResists>
        </PromotionInfo>

		
	<TEXT>
        <Tag>TXT_KEY_TRAIT_ABYSSAL</Tag>
        <English>Abyssal</English>
        <French>Abyssal</French>
        <German>Abyssal</German>
        <Italian>Abyssal</Italian>
        <Spanish>Abyssal</Spanish>
    </TEXT>
	
	<TEXT>
        <Tag>TXT_KEY_TRAIT_ABYSSAL_SHORT</Tag>
        <English>Aby</English>
        <French>Aby</French>
        <German>Aby</German>
        <Italian>Aby</Italian>
        <Spanish>Aby</Spanish>
    </TEXT>
	<TEXT>
        <Tag>TXT_KEY_PROMOTION_HELLBOUND</Tag>
        <English>Hellbound</English>
        <French>Hellbound</French>
        <German>Hellbound</German>
        <Italian>Hellbound</Italian>
        <Spanish>Hellbound</Spanish>
    </TEXT>
	
		<TraitInfo>
			<Type>TRAIT_ABYSSAL</Type>
			<Description>TXT_KEY_TRAIT_ABYSSAL</Description>
			<ShortDescription>TXT_KEY_TRAIT_ABYSSAL_SHORT</ShortDescription>
			<Help/>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>0</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<bAdaptive>0</bAdaptive>
			<bAgnostic>0</bAgnostic>
			<bAssimilation>0</bAssimilation>
			<bBarbarianAlly>0</bBarbarianAlly>
			<bIgnoreFood>0</bIgnoreFood>
			<bInsane>0</bInsane>
			<bSelectable>1</bSelectable>
			<bSprawling>0</bSprawling>
			<iFreeXPFromCombat>0</iFreeXPFromCombat>
			<iMaxCities>-1</iMaxCities>
			<iPillagingGold>0</iPillagingGold>
			<iStartingGold>0</iStartingGold>
			<iSummonDuration>0</iSummonDuration>
			<iUpgradeCostModifier>0</iUpgradeCostModifier>
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_HELLBOUND</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<FreePromotionUnitCombats>
				<FreePromotionUnitCombat>
					<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
					<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
				</FreePromotionUnitCombat>
				<FreePromotionUnitCombat>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
				</FreePromotionUnitCombat>
				<FreePromotionUnitCombat>
					<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
					<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
				</FreePromotionUnitCombat>
				<FreePromotionUnitCombat>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
				</FreePromotionUnitCombat>
				<FreePromotionUnitCombat>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
				</FreePromotionUnitCombat>
				<FreePromotionUnitCombat>
					<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
					<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
				</FreePromotionUnitCombat>
			</FreePromotionUnitCombats>
		</TraitInfo>
 
So I was browsing over the minor/emergent leader selections after a while away from FfH, and noticed that there appeared to be a few minor leaders who still looked fairly standard. Is the project to give them all unique traits still in play?

At any rate, I inserted a few into my own game, and figured I'd offer them up to the mod.

One trait, for Letigo (since Aggressive doesn't really work for him, his units being Golems generally) that I came up with is called Prototypist. Basically, it's a small science boost coupled with two fairly strong promotions for Barnaxus: One, Adamantine Joints, which boosts movement rate, and one, flamethrowers, which increases attack strength and grants fire affinity. The reasoning here is that this makes it much easier to level up Barnaxus to take advantage of his golem-enhancement, plus making him useful late-game in ways not involving Empower bonuses.

Another trait, this one for Herne, is called Noble. It's purely defensive, rather than economic, and boosts movement by 2 and attack power by 1 for every unit, but only when they're within national borders-- the idea here is that it would make it much easier to maintain and defend a large empire of settlements, which can't really produce their own defenders. It also boosts increases culture by 1 point per city, avoiding the casual flipping of settlements.

XML for each:

Spoiler :

Code:
        <PromotionInfo>        <!--Vigilance-->
            <Type>PROMOTION_VIGILANCE</Type>
            <Description>TXT_KEY_PROMOTION_VIGILANCE</Description>
            <bAutoAcquire>1</bAutoAcquire>
            <bMustMaintain>1</bMustMaintain>
            <bNoXP>1</bNoXP>
            <PrereqInBorderSelf>1</PrereqInBorderSelf>
            <PrereqTraits>TRAIT_NOBLE</PrereqTraits>
            <iMovesChange>2</iMovesChange>
            <UnitCombats>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_WORKER</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_COMMANDER</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
            </UnitCombats>
            <Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
            <iExtraCombatStr>1</iExtraCombatStr>
        </PromotionInfo>
        <PromotionInfo>        <!-- Flamethrowers -->
            <Type>PROMOTION_FLAMETHROWERS</Type>
            <Description>TXT_KEY_PROMOTION_FLAMETHROWERS</Description>
            <bAutoAcquire>1</bAutoAcquire>
            <bNoXP>1</bNoXP>
            <PrereqTraits>TRAIT_PROTOTYPIST</PrereqTraits>
            <PrereqUnits>UNIT_BARNAXUS</PrereqUnits>
            <UnitCombats>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
            </UnitCombats>
            <Button>Art/Civs/Other/Siegesmith/grapeshot.dds</Button>
            <iExtraCombatStr>2</iExtraCombatStr>
            <BonusAffinities>
                <BonusAffinity>
                    <BonusType>BONUS_MANA_FIRE</BonusType>
                    <iAffinity>1</iAffinity>
                </BonusAffinity>
            </BonusAffinities>
        </PromotionInfo>            
        
        <PromotionInfo>        <!-- Adamantine Joints -->
            <Type>PROMOTION_ADAMANTINE_JOINTS</Type>
            <Description>TXT_KEY_PROMOTION_ADAMANTINE_JOINTS</Description>
            <bAutoAcquire>1</bAutoAcquire>
            <bNoXP>1</bNoXP>
            <PrereqTraits>TRAIT_PROTOTYPIST</PrereqTraits>
            <PrereqUnits>UNIT_BARNAXUS</PrereqUnits>
            <iMovesChange>2</iMovesChange>
            <UnitCombats>
                <UnitCombat>
                    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
                    <bUnitCombat>1</bUnitCombat>
                </UnitCombat>
            </UnitCombats>
            <Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
        </PromotionInfo>    
        
        <TraitInfo>
            <Type>TRAIT_PROTOTYPIST</Type>
            <Description>TXT_KEY_TRAIT_PROTOTYPIST</Description>
            <ShortDescription>TXT_KEY_TRAIT_PROTOTYPIST_SHORT</ShortDescription>
            <Help>TXT_KEY_TRAIT_NOBLE_HELP</Help>
            <iHealth>0</iHealth>
            <iHappiness>0</iHappiness>
            <iMaxAnarchy>-1</iMaxAnarchy>
            <iUpkeepModifier>0</iUpkeepModifier>
            <iLevelExperienceModifier>0</iLevelExperienceModifier>
            <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
            <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
            <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
            <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
            <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
            <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
            <bAdaptive>0</bAdaptive>
            <bAgnostic>0</bAgnostic>
            <bAssimilation>0</bAssimilation>
            <bBarbarianAlly>0</bBarbarianAlly>
            <bIgnoreFood>0</bIgnoreFood>
            <bInsane>0</bInsane>
            <bSelectable>0</bSelectable>
            <bSprawling>0</bSprawling>
            <iFreeXPFromCombat>0</iFreeXPFromCombat>
            <iMaxCities>-1</iMaxCities>
            <iPillagingGold>0</iPillagingGold>
            <iStartingGold>0</iStartingGold>
            <iSummonDuration>0</iSummonDuration>
            <iUpgradeCostModifier>0</iUpgradeCostModifier>
            <ExtraYieldThresholds/>
            <TradeYieldModifiers/>
            <CommerceChanges>
            </CommerceChanges>
            <CommerceModifiers>
                <iCommerce>0</iCommerce>
                <iCommerce>5</iCommerce>
                <iCommerce>0</iCommerce>
            </CommerceModifiers>
            <FreePromotions>
            </FreePromotions>
            <FreePromotionUnitCombats>
            </FreePromotionUnitCombats>
        </TraitInfo>


        <TraitInfo>
            <Type>TRAIT_NOBLE</Type>
            <Description>TXT_KEY_TRAIT_NOBLE</Description>
            <ShortDescription>TXT_KEY_TRAIT_NOBLE_SHORT</ShortDescription>
            <Help>TXT_KEY_TRAIT_NOBLE_HELP</Help>
            <iHealth>0</iHealth>
            <iHappiness>0</iHappiness>
            <iMaxAnarchy>-1</iMaxAnarchy>
            <iUpkeepModifier>0</iUpkeepModifier>
            <iLevelExperienceModifier>0</iLevelExperienceModifier>
            <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
            <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
            <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
            <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
            <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
            <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
            <bAdaptive>0</bAdaptive>
            <bAgnostic>0</bAgnostic>
            <bAssimilation>0</bAssimilation>
            <bBarbarianAlly>0</bBarbarianAlly>
            <bIgnoreFood>0</bIgnoreFood>
            <bInsane>0</bInsane>
            <bSelectable>0</bSelectable>
            <bSprawling>0</bSprawling>
            <iFreeXPFromCombat>0</iFreeXPFromCombat>
            <iMaxCities>-1</iMaxCities>
            <iPillagingGold>0</iPillagingGold>
            <iStartingGold>0</iStartingGold>
            <iSummonDuration>0</iSummonDuration>
            <iUpgradeCostModifier>0</iUpgradeCostModifier>
            <ExtraYieldThresholds/>
            <TradeYieldModifiers/>
            <CommerceChanges>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>1</iCommerce>
            </CommerceChanges>
            <CommerceModifiers/>
            <FreePromotions>
            </FreePromotions>
            <FreePromotionUnitCombats>
            </FreePromotionUnitCombats>
        </TraitInfo>

    <TEXT>
        <Tag>TXT_KEY_TRAIT_NOBLE</Tag>
        <English>Noble</English>
        <French>Noble</French>
        <German>Noble</German>
        <Italian>Noble</Italian>
        <Spanish>Noble</Spanish>
    </TEXT>
    
    <TEXT>
        <Tag>TXT_KEY_TRAIT_NOBLE_SHORT</Tag>
        <English>Nob</English>
        <French>Nob</French>
        <German>Nob</German>
        <Italian>Nob</Italian>
        <Spanish>Nob</Spanish>
    </TEXT>
    
    <TEXT>
        <Tag>TXT_KEY_PROMOTION_VIGILANCE</Tag>
        <English>Vigilance</English>
        <French>Vigilance</French>
        <German>Vigilance</German>
        <Italian>Vigilance</Italian>
        <Spanish>Vigilance</Spanish>
    </TEXT>
    
    <TEXT>
        <Tag>TXT_KEY_TRAIT_PROTOTYPIST</Tag>
        <English>Prototypist</English>
        <French>Prototypist</French>
        <German>Prototypist</German>
        <Italian>Prototypist</Italian>
        <Spanish>Prototypist</Spanish>
    </TEXT>
    
    <TEXT>
        <Tag>TXT_KEY_TRAIT_PROTOTYPIST_SHORT</Tag>
        <English>Proto</English>
        <French>Proto</French>
        <German>Proto</German>
        <Italian>Proto</Italian>
        <Spanish>Proto</Spanish>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_PROMOTION_FLAMETHROWERS</Tag>
        <English>Flamethrowers</English>
        <French>Flamethrowers</French>
        <German>Flamethrowers</German>
        <Italian>Flamethrowers</Italian>
        <Spanish>Flamethrowers</Spanish>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_PROMOTION_ADAMANTINE_JOINTS</Tag>
        <English>Adamantine Joints</English>
        <French>Adamantine Joints</French>
        <German>Adamantine Joints</German>
        <Italian>Adamantine Joints</Italian>
        <Spanish>Adamantine Joints</Spanish>
    </TEXT>    
    <TEXT>
        <Tag>TXT_KEY_TRAIT_PROTOTYPIST_HELP</Tag>
        <English>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</English>
        <French>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</French>
        <German>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</German>
        <Italian>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</Italian>
        <Spanish>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</Spanish>
    </TEXT>

    <TEXT>
        <Tag>TXT_KEY_TRAIT_NOBLE_HELP</Tag>
        <English>[ICON_BULLET]Units in your territory gain Vigilance.</English>
        <French>[ICON_BULLET]Units in your territory gain Vigilance.</French>
        <German>[ICON_BULLET]Units in your territory gain Vigilance.</German>
        <Italian>[ICON_BULLET]Units in your territory gain Vigilance.</Italian>
        <Spanish>[ICON_BULLET]Units in your territory gain Vigilance.</Spanish>
    </TEXT>

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.

The trait also gives +2 happiness from Asylums.

It seems like the trait would be strong, but only in the late game when she's got Mind Stapling, which means it's probably not too overpowering. Probably a bit weaker than Financial. Thoughts?

Furia's Diary Pedia Text
Spoiler :

This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.

Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. And once in a while, a particular quote or passage catches on in the population, infecting even the zeitgeists of other nations. It flutters through the ranks of high society, sparks debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.



XML for the diary BuildingInfo and the trait, plus text keys:
Spoiler :
Code:
        <BuildingInfo>        <!-- Furia's Diary -->
            <BuildingClass>BUILDINGCLASS_CIV_WONDER1</BuildingClass>
            <Type>BUILDING_FURIAS_DIARY</Type>
            <Description>TXT_KEY_FURIAS_DIARY</Description>
            <Civilopedia>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Civilopedia>
            <Advisor>ADVISOR_RELIGION</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_THE_NECRONOMICON</ArtDefineTag>
            <PrereqTech>TECH_MIND_STAPLING</PrereqTech>
            <bTeamShare>1</bTeamShare>
            <GlobalReligionCommerce>RELIGION_OCTOPUS_OVERLORDS</GlobalReligionCommerce>
            <FreeBonus>BONUS_MANA_MIND</FreeBonus>
            <iNumFreeBonuses>1</iNumFreeBonuses>
            <iGreatPeopleRateChange>2</iGreatPeopleRateChange>
            <iCost>100</iCost>
            <iHurryCostModifier>100</iHurryCostModifier>
            <iAsset>8</iAsset>
            <fVisibilityPriority>1</fVisibilityPriority>
            <ObsoleteSafeCommerceChanges>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>4</iCommerce>
            </ObsoleteSafeCommerceChanges>
            <CommerceChangeDoubleTimes>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>1000</iCommerce>
            </CommerceChangeDoubleTimes>
            <ReligionChanges>
                <ReligionChange>
                    <ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
                    <iReligionChange>1</iReligionChange>
                </ReligionChange>
            </ReligionChanges>
            <SpecialistCounts>
                <SpecialistCount>
                    <SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
                    <iSpecialistCount>2</iSpecialistCount>
                </SpecialistCount>
            </SpecialistCounts>
            <CommerceChangeOriginalOwners>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>1</iCommerce>
            </CommerceChangeOriginalOwners>
            <ConstructSound>AS2D_OVERLORDS_DINK</ConstructSound>
            <Flavors>
                <Flavor>
                    <FlavorType>FLAVOR_RELIGION</FlavorType>
                    <iFlavor>10</iFlavor>
                </Flavor>
            </Flavors>
            <PrereqTrait>TRAIT_PSYCHOTIC</PrereqTrait>
            <iModifyGlobalCounter>5</iModifyGlobalCounter>
        </BuildingInfo>
        
        
        <TraitInfo>
            <Type>TRAIT_PSYCHOTIC</Type>
            <Description>TXT_KEY_TRAIT_PSYCHOTIC</Description>
            <ShortDescription>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</ShortDescription>
            <Help>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Help>
            <iHealth>0</iHealth>
            <iHappiness>0</iHappiness>
            <iMaxAnarchy>-1</iMaxAnarchy>
            <iUpkeepModifier>0</iUpkeepModifier>
            <iLevelExperienceModifier>0</iLevelExperienceModifier>
            <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
            <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
            <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
            <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
            <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
            <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
            <bAdaptive>0</bAdaptive>
            <bAgnostic>0</bAgnostic>
            <bAssimilation>0</bAssimilation>
            <bBarbarianAlly>0</bBarbarianAlly>
            <bIgnoreFood>0</bIgnoreFood>
            <bInsane>0</bInsane>
            <bSelectable>1</bSelectable>
            <bSprawling>0</bSprawling>
            <iFreeXPFromCombat>0</iFreeXPFromCombat>
            <iMaxCities>-1</iMaxCities>
            <iPillagingGold>0</iPillagingGold>
            <iStartingGold>0</iStartingGold>
            <iSummonDuration>0</iSummonDuration>
            <iUpgradeCostModifier>0</iUpgradeCostModifier>
            <ExtraYieldThresholds>
                <iExtraYieldThreshold>0</iExtraYieldThreshold>
                <iExtraYieldThreshold>0</iExtraYieldThreshold>
                <iExtraYieldThreshold>0</iExtraYieldThreshold>
            </ExtraYieldThresholds>
            <TradeYieldModifiers/>
            <CommerceChanges/>
            <CommerceModifiers>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
                <iCommerce>0</iCommerce>
            </CommerceModifiers>
            <FreePromotions>
            </FreePromotions>
            <FreePromotionUnitCombats>
            </FreePromotionUnitCombats>
        </TraitInfo>
    <TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</Tag>
        <English>Psy</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>        
    <TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Tag>
        <English>[NEWLINE][ICON_BULLET]This leader can build Furia's Diary with Mind Stapling, providing a constant gold income based on the number of cities following the Octopus Overlords.</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>        
    <TEXT>
        <Tag>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Tag>
        <English>This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.[PARAGRAPH:2]Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, who become free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy.  And once in a while, a choice quote or passage catches on in the population, infecting even the zeitgeists of other nations.  It flutters through the ranks of high society, sparking debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.</English>
        <French>Psy</French>
        <German>Psy</German>
        <Italian>Psy</Italian>
        <Spanish>Psy</Spanish>
    </TEXT>        
    <TEXT>
        <Tag>TXT_KEY_TRAIT_PSYCHOTIC</Tag>
        <English>Psychotic</English>
        <French>Psychotic</French>
        <German>Psychotic</German>
        <Italian>Psychotic</Italian>
        <Spanish>Psychotic</Spanish>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_FURIAS_DIARY</Tag>
        <English>Furia's Diary</English>
        <French>Furia's Diary</French>
        <German>Furia's Diary</German>
        <Italian>Furia's Diary</Italian>
        <Spanish>Furia's Diary</Spanish>
    </TEXT>

Lastly, I threw in a trait for Weevil, Pickle and Hyde ("Abyssal"), giving their units fairly large large bonuses from Hell terrain. This'll be the Balseraphs leader that really benefits from a rising AC, since you want that hell terrain spread as far and wide as possible; they also get strong resistance to Unholy damage, making them very good for tussling with Demons on their home ground.

XML:
Spoiler :

Code:
        <PromotionInfo>
            <Type>PROMOTION_HELLBOUND</Type>
            <Description>TXT_KEY_PROMOTION_HELLBOUND</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <TechPrereq>TECH_NEVER</TechPrereq>
            <TerrainAttacks>
                <TerrainAttack>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <iTerrainAttack>30</iTerrainAttack>
                </TerrainAttack>
                <TerrainAttack>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <iTerrainAttack>30</iTerrainAttack>
                </TerrainAttack>
                <TerrainAttack>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <iTerrainAttack>30</iTerrainAttack>
                </TerrainAttack>
            </TerrainAttacks>
            <TerrainDefenses>
                <TerrainDefense>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <iTerrainDefense>30</iTerrainDefense>
                </TerrainDefense>
                <TerrainDefense>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <iTerrainDefense>30</iTerrainDefense>
                </TerrainDefense>
                <TerrainDefense>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <iTerrainDefense>30</iTerrainDefense>
                </TerrainDefense>
            </TerrainDefenses>
            <Button>Art/Interface/Buttons/Promotions/Demon.dds</Button>
            <DamageTypeResists>
                <DamageTypeResist>
                    <DamageType>DAMAGE_DEATH</DamageType>
                    <iResist>40</iResist>
                </DamageTypeResist>
                <DamageTypeResist>
                    <DamageType>DAMAGE_FIRE</DamageType>
                    <iResist>20</iResist>
                </DamageTypeResist>
                <DamageTypeResist>
                    <DamageType>DAMAGE_UNHOLY</DamageType>
                    <iResist>40</iResist>
                </DamageTypeResist>
            </DamageTypeResists>
        </PromotionInfo>

        
    <TEXT>
        <Tag>TXT_KEY_TRAIT_ABYSSAL</Tag>
        <English>Abyssal</English>
        <French>Abyssal</French>
        <German>Abyssal</German>
        <Italian>Abyssal</Italian>
        <Spanish>Abyssal</Spanish>
    </TEXT>
    
    <TEXT>
        <Tag>TXT_KEY_TRAIT_ABYSSAL_SHORT</Tag>
        <English>Aby</English>
        <French>Aby</French>
        <German>Aby</German>
        <Italian>Aby</Italian>
        <Spanish>Aby</Spanish>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_PROMOTION_HELLBOUND</Tag>
        <English>Hellbound</English>
        <French>Hellbound</French>
        <German>Hellbound</German>
        <Italian>Hellbound</Italian>
        <Spanish>Hellbound</Spanish>
    </TEXT>
    
        <TraitInfo>
            <Type>TRAIT_ABYSSAL</Type>
            <Description>TXT_KEY_TRAIT_ABYSSAL</Description>
            <ShortDescription>TXT_KEY_TRAIT_ABYSSAL_SHORT</ShortDescription>
            <Help/>
            <iHealth>0</iHealth>
            <iHappiness>0</iHappiness>
            <iMaxAnarchy>-1</iMaxAnarchy>
            <iUpkeepModifier>0</iUpkeepModifier>
            <iLevelExperienceModifier>0</iLevelExperienceModifier>
            <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
            <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
            <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
            <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
            <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
            <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
            <bAdaptive>0</bAdaptive>
            <bAgnostic>0</bAgnostic>
            <bAssimilation>0</bAssimilation>
            <bBarbarianAlly>0</bBarbarianAlly>
            <bIgnoreFood>0</bIgnoreFood>
            <bInsane>0</bInsane>
            <bSelectable>1</bSelectable>
            <bSprawling>0</bSprawling>
            <iFreeXPFromCombat>0</iFreeXPFromCombat>
            <iMaxCities>-1</iMaxCities>
            <iPillagingGold>0</iPillagingGold>
            <iStartingGold>0</iStartingGold>
            <iSummonDuration>0</iSummonDuration>
            <iUpgradeCostModifier>0</iUpgradeCostModifier>
            <ExtraYieldThresholds/>
            <TradeYieldModifiers/>
            <CommerceChanges/>
            <CommerceModifiers/>
            <FreePromotions>
                <FreePromotion>
                    <PromotionType>PROMOTION_HELLBOUND</PromotionType>
                    <bFreePromotion>1</bFreePromotion>
                </FreePromotion>
            </FreePromotions>
            <FreePromotionUnitCombats>
                <FreePromotionUnitCombat>
                    <UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
                    <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
                </FreePromotionUnitCombat>
                <FreePromotionUnitCombat>
                    <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
                    <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
                </FreePromotionUnitCombat>
                <FreePromotionUnitCombat>
                    <UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
                    <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
                </FreePromotionUnitCombat>
                <FreePromotionUnitCombat>
                    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
                    <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
                </FreePromotionUnitCombat>
                <FreePromotionUnitCombat>
                    <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
                    <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
                </FreePromotionUnitCombat>
                <FreePromotionUnitCombat>
                    <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
                    <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
                </FreePromotionUnitCombat>
            </FreePromotionUnitCombats>
        </TraitInfo>


I'll definitely look through all of these. ;)

One thing I noticed while looking at the code for Abyssal (only one I actually looked at in detail) - You do NOT want <bSelectable>1</bSelectable>. That's what allows it to be selected in the Adaptive popup. ;)

Now, a little info.... Next version the leader system is changing rather drastically. All three leader types will have their own mechanic (Major leaders are the only ones to not change), and should be rather distinct. This is thanks to work done by Grey Fox. ;)

Without getting too distinct, as we don't want to announce anything detailed, Minor leaders will only have standard traits. Emergent leaders have the one unique trait, as with now. The actual unique mechanics come in after that.


Now, your ideas:

  • The one for Letigo is rather interesting, but I don't know if I'll use it or not... We'll see.
  • I like Herne's, it fits him. I'll make him Emergent, and use the trait. ;)
  • I'm not sure on Furia's, it seems too specific to OO and possibly too strong.
  • I love the one for Weevil, and will certainly use it. :goodjob:
 
I'd like to see the Calabim ( Alexis?) lose the Philosophical trait. It is nice to get the extra GP pts., however, it doesn't make sense in that it hurries the production of the Elder Council and Calabim cannot build that.

Maybe Raiders (with Aggressive) or Financial would be better.
 
I don't think she should have Financial, both because Flauros already has it and because she doesn't have the kind of subtle cunning needed to deal with money matters, but it far too direct and impulsive when dealing with others. That might make Raiders seems more attractive, but it giving her that would make her a clone of Tasunke. It doesn't quite seem civilized enough for her either. Vampies are supposed to be powerful in mind as well as body, cunning and cultured instead of common thieves.

I think a much better choice for Alexis would be Aggressive/Arcane. (My modmod already gives her arcane, although I didn't take philosophical away.)
It makes sense to me that the woman who devised the vampiric ritual in her youth after searching through many tomes of Ceridwen's arcane lore would be a mighty sorceress rather than knowing only that one spell. Arcane also makes it easier for her to get the unmatched Vampiric Archmages. These traits would likely make her very string in the early and late game, while keeping Flauros the superior leader in the midgame.
 
I think a much better choice for Alexis would be Aggressive/Arcane. (My modmod already gives her arcane, although I didn't take philosophical away.)
It makes sense to me that the woman who devised the vampiric ritual in her youth after searching through many tomes of Ceridwen's arcane lore would be a mighty sorceress rather than knowing only that one spell. Arcane also makes it easier for her to get the unmatched Vampiric Archmages. These traits would likely make her very string in the early and late game, while keeping Flauros the superior leader in the midgame.

Ooh, I like that idea. Philosophical is definitely hosed due to the lack of an Elder Council building for GPs in the early game, and Arcane would fit with the lore and gameplay style.

Valkrionn said:
One thing I noticed while looking at the code for Abyssal (only one I actually looked at in detail) - You do NOT want <bSelectable>1</bSelectable>. That's what allows it to be selected in the Adaptive popup.

Blarg, knew I forgot something. :shifty: At any rate, I look forward to seeing these new Minor/Emergent leader mechanics! :goodjob:
 
I think a much better choice for Alexis would be Aggressive/Arcane. (My modmod already gives her arcane, although I didn't take philosophical away.)
It makes sense to me that the woman who devised the vampiric ritual in her youth after searching through many tomes of Ceridwen's arcane lore would be a mighty sorceress rather than knowing only that one spell. Arcane also makes it easier for her to get the unmatched Vampiric Archmages. These traits would likely make her very string in the early and late game, while keeping Flauros the superior leader in the midgame.

I like that idea too.... I think I might do that. :goodjob:

Ooh, I like that idea. Philosophical is definitely hosed due to the lack of an Elder Council building for GPs in the early game, and Arcane would fit with the lore and gameplay style.

Blarg, knew I forgot something. :shifty: At any rate, I look forward to seeing these new Minor/Emergent leader mechanics! :goodjob:

Yes, the new mechanics are awesome. Grey Fox worked wonders. :goodjob:
 
Indeed he did. Interesting traits.
 
Financial with the Calabim is IMHO a too strong a synergy effect. With financial, the all-farm economy grows too strong. Not that I don't enjoy kicking my friends collective butts in hotseat. ;)
 
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.

It seems appropriate enough, as he is a suave magnificent bastard who is able to present himself as a far nobler leader than his sister. He also is able to win the hearts of many a young peasant girl...before draining said hearts of all their blood right at the same time that he takes the girls' virginity. He often doesn't even care enough to bother consuming their souls, instead leaving their despoiled and barely living carcasses to his chamberlain to finish off.
 
I like both of the Magister's suggestions for the two Vampire major leaders.

The way vamps are depicted nowadays (see Twilight and Vampire Diaries), perhaps we need a minor leader with the trait, Stud Muffin. :lol:
 
I like both of the Magister's suggestions for the two Vampire major leaders.

The way vamps are depicted nowadays (see Twilight and Vampire Diaries), perhaps we need a minor leader with the trait, Stud Muffin. :lol:

Ooh, I like it. We could have it grant the "Sparkly" promotion to all vampiric units! :goodjob: This is an idea with potential, I'm telling you.
 
So, instead of creating a new thread, I'm going to ask you amazing people for trait ideas.

I have four new traits I want to add, but no ideas about what they should do.

Tranquil

Inspirational

Disiplined

Playful

If you have any ideas, please post them :)
 
So, instead of creating a new thread, I'm going to ask you amazing people for trait ideas.

I have four new traits I want to add, but no ideas about what they should do.

Tranquil

Inspirational

Disiplined

Playful

If you have any ideas, please post them :)

Tranquil - this might fit with the Elohim with their Monks et al. Also, maybe with Kahdi who seem to have an Eastern influence. It might overlap with the Pacifism attribute.

Inspirational - very similar to Spiritual, I think perhaps a bit stronger. I like this one for the Dural or Bannor.

Disciplined - this modmod needs more BDSM references to be sure. I think the Svartalfar are good for this one, although the Sheaim have some nasty looking units. :mischief:

Playful - gotta be associated with Balseraph and Perpentach in particular. But, also, you need to get the Three Stooges involved as well.:banana:

Honestly, I think if you used a thesaurus with each of these you might find some overlap with the traits already in the modmod. ;)
 
Never. You would have to shoot me first. :p

I might just throw myself in front of that bullet, if only to not let this mod die with you. That would be quite the shame...
 
SPOILER]
So, instead of creating a new thread, I'm going to ask you amazing people for trait ideas.

I have four new traits I want to add, but no ideas about what they should do.

Tranquil

Inspirational

Disiplined

Playful

If you have any ideas, please post them :)
[[/SPOILER]

It would be useful to know which civ/leader these are being used for.
 
It would be useful to know which civ/leader these are being used for.

A new civ, a bit like the Dao, but less focused on the Asian theme and more on the Elements. Each trait is going to a different leader, but I don't have any ideas on what the traits should do in-game.
 
So, instead of creating a new thread, I'm going to ask you amazing people for trait ideas.

I have four new traits I want to add, but no ideas about what they should do.

Tranquil

Inspirational

Disiplined

Playful

If you have any ideas, please post them :)

All of these ideas are off the top of my head and may be nowhere near sufficiently balanced/distant from all other traits and civics.

Tranquil-Can't declare war, +1:) in all cities if at peace for more than 0 turns, +1:) in all cities if the world is at peace.

Inspirational- All units above level 5 provide 1 gpp when in a city (type based somehow on unit class, maybe? Arcane=sage. Disciple=prophet, Recon=Bard, Seige=Engineer, all others Merchant?)

Disciplined: Free Drill 1 promotion for all military units, double training rate for buildings that provide exp.

Playful: Double Culture from disciple unit's great works, +1:) per Carnival, Theater, Jousting Tilt, Gambling House, etc... (or give a discount building same. Or both.)
 
Back
Top Bottom