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traits of sliding values

slothman

Emperor
Joined
Sep 14, 2001
Messages
1,223
I was thinking.
After I got rid of the brain pain, lousy gerbal wheel, instead of traits being a simple YES or NO they could vary from 0 through 10.
I came up with an idea of how it could work.

First, each trait has an increase of building certain building.
Instead of 100% or 50% it would go from 100 to 50 in increments of 5%.
A value of 4 would make the cost 80% of what is listed.

Second, each trait has a special power as well:

Industrious - wonder build speed would, like forge, range from 50% to 100%.
Organized - civic upkeep would vary.
Philosophical - great people rate could change.

Spiritual - anarchy length would be different.
Since there aren't many number of turns it wouldn't change for alot of the trait values.
I propose to change the anarchy way.
Instead of no work or all work, each city would have a percentage of citizens rioting.
It might be 100% the first turn, 60% the next and so on.
The rate could then affect it better.


Aggressive, creative, expansive, financial these would have to work differently.
I can't think of a good method so I came of with these.
They probably aren't very good though.

For financial it would be x% of 1 coin.
Maybe it could determine the minimum number of gold required to increase by one.
A "9" would make it increase it at 3 instead of 2.

Expansive would have a different health and unhealth for the various things that affect them.
Buildings and terrain.
Normally forest would help increase health by '0.4'
A 10 might be make the health be 1 per forest and 0 would still be 0.4.
This would be instead of the beginning of 2 added in.

Creative would be odd.
Some percent would have to be made that would be affected.

Finally aggressive would be even stranger, and therefore less good.
Normally you begin with one promotion.
It is similar to starting with 2 XP's but not exactly.
For every percent value of the trait rate you would get x% of the usual XP's.
It could be that way but it wouldn't be quite the same.
To make it identical you would have to make it x% of the next number of XP's to get the next promotion.
For example, if you have 6 XPs and a rate of 10 then you would get 2*10*10% of 20-5 XP's per win.
If you have 14 and a trait value of 5 then you would get 2*5*10% of 26-10 XP's per win.
This aggressive way is least likely.
 
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