snipafist
Prince
- Joined
- Dec 17, 2005
- Messages
- 376
I think it's pretty well-understood that the current traits are not all made equal. So what would you do to make them better?
I'll begin:
Aggressive: expand the bonus to include mounted units. Now it's on-par with Charismatic, makes more sense, and makes mounted units (who have traditionally been military elites!) more useful to aggressive civs.
Charismatic: fine as it is. It's a darn good trait.
Creative: This trait used to be much worse, but with libraries being added to the list of improved-speed buildings, it's gotten much better. Why not include Broadcast towers on the list for some later-game help?
Expansive: This is one confused trait. Why does it grant a bonus to worker production? I'd remove the worker bonus and give this trait Imperialistic's 50% Settler production bonus. It is EXPANSIVE after all, not just "extra health" trait.
Financial: Anyone who thinks this trait is weak needs their head examined.
Imperialistic: Great generals are nice and all, but this trait isn't that great and doesn't really "feel" imperial. Successful empires include people of many different races and backgrounds successfully, maintain good armies, and are generally known for governing competently. I advocated removing the settler bonus above, so let's operate off the base bonus of +100% great general points. From there, why don't we add two abilities to approximate an "imperial" feel that jives with the "easy assimilation" angle: 1)Captured enemy cities reduce their rebellion period in half. 2) Imperially-captured cities retain their cultural buildings and improvements rather than have them automatically destroyed. This way leaves us with a good trait, but arguably not as good as others.
Industrious: Another good trait. Not really worth it if you don't do wonders, but who never tries to build ANY wonders? If you're not getting much use out of Industrious, then your difficulty setting isn't high enough, I'd say. For flavor, why not add +25% worker speed?
Organized: Potentially a real game-saver in the right circumstances. It grants some good bonuses to producing key buildings and keeps maintenance relatively low. No need for change.
Philosophical: Another good trait when used well. Keep it as it is.
Protective: Nobody likes this trait. It's not as all-around useful as Charismatic or Aggressive, instead relying on an enemy coming to you. I'd add one extra ability: Walls and castles each give +1 happiness, as a protective/defensively-oriented civ would take comfort in extra protection. This would give the trait a use outside of defensive warfare.
Spiritual: I'd add Cathedrals to the buildings that are produced twice as quickly as well as temples. Otherwise, spiritual is pretty good as it is. It allows for very flexible civics configurations, which is situationally amazing or unimpressive, depending on situation and playstyle.
I'll begin:
Aggressive: expand the bonus to include mounted units. Now it's on-par with Charismatic, makes more sense, and makes mounted units (who have traditionally been military elites!) more useful to aggressive civs.
Charismatic: fine as it is. It's a darn good trait.
Creative: This trait used to be much worse, but with libraries being added to the list of improved-speed buildings, it's gotten much better. Why not include Broadcast towers on the list for some later-game help?
Expansive: This is one confused trait. Why does it grant a bonus to worker production? I'd remove the worker bonus and give this trait Imperialistic's 50% Settler production bonus. It is EXPANSIVE after all, not just "extra health" trait.
Financial: Anyone who thinks this trait is weak needs their head examined.
Imperialistic: Great generals are nice and all, but this trait isn't that great and doesn't really "feel" imperial. Successful empires include people of many different races and backgrounds successfully, maintain good armies, and are generally known for governing competently. I advocated removing the settler bonus above, so let's operate off the base bonus of +100% great general points. From there, why don't we add two abilities to approximate an "imperial" feel that jives with the "easy assimilation" angle: 1)Captured enemy cities reduce their rebellion period in half. 2) Imperially-captured cities retain their cultural buildings and improvements rather than have them automatically destroyed. This way leaves us with a good trait, but arguably not as good as others.
Industrious: Another good trait. Not really worth it if you don't do wonders, but who never tries to build ANY wonders? If you're not getting much use out of Industrious, then your difficulty setting isn't high enough, I'd say. For flavor, why not add +25% worker speed?
Organized: Potentially a real game-saver in the right circumstances. It grants some good bonuses to producing key buildings and keeps maintenance relatively low. No need for change.
Philosophical: Another good trait when used well. Keep it as it is.
Protective: Nobody likes this trait. It's not as all-around useful as Charismatic or Aggressive, instead relying on an enemy coming to you. I'd add one extra ability: Walls and castles each give +1 happiness, as a protective/defensively-oriented civ would take comfort in extra protection. This would give the trait a use outside of defensive warfare.
Spiritual: I'd add Cathedrals to the buildings that are produced twice as quickly as well as temples. Otherwise, spiritual is pretty good as it is. It allows for very flexible civics configurations, which is situationally amazing or unimpressive, depending on situation and playstyle.