Traits

Goodgimp

Warlord
Joined
Jan 20, 2006
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Salt Lake City, UT
I didn't notice this when I first started playing, but learned when I just happened upon the command post building in the Civilopedia that the Organized trait allows you to build these without using a Great Commander. This is very cool, but I wish it was documented clearly in the text entries for the Organized trait.

That got me wondering, though. Are there other traits from Vanilla civ that have similarly been changed, but aren't documented?
 
There are an insane amount of hidden changes in FFH. Not so much in the traits though afaik. Expansive should give +50% speed for workers and double speed smokehouses though as right now it is seriously underpowered. Even worse than it is in vanilla due to the fact that FFH granaries sucks... They are twice as expensive as in normal civ and give 40% of the effect. That makes the base cost of granaries 5 times as much as in normal civ(assuming the main reason to build them is the pop growth). Arguably they are one of the strongest buildings in normal civ but in ffh they are almost useless(although most buildings are similarly useless)...

Not a trait bonus but kuriouates get tailor and jeweler which is not mentioned anywhere. Why isn't this under UBs?
 
It was documented pre BtS, they probably forgot to update it in the BtS version.
 
There are missed much in pedia. To start with FFH 0.23 is still preferrable - it is the most stable and polished version up to now.
 
Even worse than it is in vanilla due to the fact that FFH granaries sucks...

With how common it is to use population sacrifice for building in different civics, as well as eating them with the vampires, I certainly wouldn't say it they suck. For certain types of game play they may be less usefull than others, but all the buildings have their uses depending on what you need.
 
I haven't played them since Shadow came out, but you used to have grainery, smoke house, and feeding pit. The bonuses stacked and you got crazy growth rates after eating your people.
 
As a slight aside but still looking at hidden information, i started a game as calabim yesterday and was unable to build the Elder Council. Is that intended? never found mention of it anywhere
 
As a slight aside but still looking at hidden information, i started a game as calabim yesterday and was unable to build the Elder Council. Is that intended? never found mention of it anywhere

I brought this up as a bug, but it remains unchanged.

Alexis has the Philosophical trait which allows sped up production of...you guessed it, the Elders Council. But, her civ cannot build that. :confused:

I recommended either giving her a different trait or allowing the Calabim to build Elder Council.
 
I brought this up as a bug, but it remains unchanged.

Alexis has the Philosophical trait which allows sped up production of...you guessed it, the Elders Council. But, her civ cannot build that. :confused:

I recommended either giving her a different trait or allowing the Calabim to build Elder Council.

I would leave it alone, it also speeds up the production of libraries, which the Calabim do get and the bonus is much needed there.
 
I would leave it alone, it also speeds up the production of libraries, which the Calabim do get and the bonus is much needed there.

Sorry, to me that would be like saying let's give a civ the Spiritual trait. We'll let them forego periods of anarchy during civic changes, BUT we won't let them build temples.

Anyway, there have got to be other traits that are better fits for Alexis that would allow all the features to be used. How about Aggressive for example?

I love the Philosophical trait because you do get the increased production of the libraries, and especially because you get the increased GP points. However, it just doesn't make sense to me to say a trait of your civ is Philosophical but you cannot build the elder council.
 
How about Aggressive for example?

As in how about giving her her OTHER trait?

I always figured that there are no elders to kindly sit around the campfire to bestow their wisdom to their kin as they are out there stalking the countryside, feeding on the unwilling. Oh there are elders, you just don't want to meet them too often.^_^
 
While it is mildly annoying that she gets a small boost in something she cannot do, overall she still works well with the Trait IMO.

I've attached a PDF of what each Civ can and cannot build just for reference in case something similar comes up again, looks horrible, but it should be mostly complete. Formed it from the XML, so I may have missed a UU, those can be tricky to spot. Hippus at the least seem a bit odd since they have only the unique mercenary, but their main thing is the Horselord Promotion, so they don't really need unique models I guess.

EDIT: Removed File, now part of the "Unit & Civ Reference Charts" in my Signature.
 
speaking of leader traits, how does the adaptive trait work exactly? after so many turns (how many exactly?) I get the option to choose a new one. But which of my existing traits does it replace? I was financial but didn't want to lose financial abilities, so I kept just picking that trait again.
 
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