What about some new traits?!?

Cía

Warlord
Joined
Feb 17, 2007
Messages
109
Location
Sweden
First I have a question - What xml-files do you need to change when you add a new trait?
I do have to two ideas to new traits:
Insperialistic
+1 free scientist specialist in every city
double production speed of observatory
Explorical
+1 movement range to water units
all recon units start with woodsman 1-2 and guerilla 1-2
double production speed of customs house

I would like some feedback on these traits, do you people think they´re well balanced?are they overpowered or are they weak?:confused:
 
Explorical sounds a little weak, since scouting units don't really need promotions muchand can't ever be upgraded to anything, and naval units aren't very useful in a lot of maps.
To make a new trait, just go to TraitInfos.
It wasn't updated in BtS, so to get a copy of the file go to the Warlords assets.
 
Yes, explorical is perhaps a little bit weak. But what about if it also gets +1 tile sight outside borders. Then it would be perfect on a terra map.
 
Well, I'm not very experienced playing Civ4, so I can't really tell how useful that would be.
 
1 free scientist/city seems way out of line to me.

Thoere are not only the Beakers... And 3 beakers are huge on they own.

A 'normal' Capital produces ~10 to 12 beakers per early in the game turn. The Scientist makes a 25-30% increase. And you get those 3 beakers in every new city - right away from the turn the city is founded. A newly founded city has what ? 3 Commerce if you are Lucky ? So its a 100% increase... That saves 2 or more turns on every early tech you research.

And the best thing: you get those beakers regardles of what shape you economy is in. If you overexpanded for example you can drop the slider and still make beakers. Spaming 8 cities and running the slider at 0% science to pay maintenance you will still make 24 Beakers/turn.

But again those are not just the beakers. There are also GPP. 3 Scientist GPP/turn will give you the first GS 34 turns after the game start - this is faster as most civs will need to build the first wonder to start generate GPP at all. Assuming you use the GS to Bulb something, this is a free Oracle on turn 34.

Later in the game it's not groundbreaking but still huge: Like Running merkantilism, but without the caveat of "No foreign trade" and with all the 'normal' scientist slots (from buildings) beeing free for more scientists. And this again - from turn 1 in every city.

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Perhaps "1 Scientist SLOT in every city" ... It is still very-very-very good, as the possibility to run a specialist from turn 1 without buildings is just great...
 
some traits I have used in the past are:

Tactical
+2 Espionage point per city
+25% Hammers when Producing a Siege Unit

Nomadic
Free "Nomad" promotion to Melee/Archery units.
(Nomad promotion was basically a -1 cost on movement) + a small "march" bonus"
Double Hammers for Stables
-50% Hammers when producing Settlers (yes Settlers take longer to build)

*the goal was to make a trait to encourage give leaders a bonus timilar to what Genghis Khan, Timurlane and Attila did, which was grow an empire by conquoring, and not really settling down.

(I also changed the Expansive trait to have a bonus producion on Caravels and Explorers and removed the worker. Shifted the worder to the Industrial trait and reduced its Wonder production bonus from 50 to 25%.
 
"Insperialistic" / Philosophical would be the sh1t. :lol:

Btw, I think you mean Inspiring or, maybe, Inspirational (most likely the former though).
 
well to answer the question in the OP, you need to edit the CIV4traitinfos.xml

It is not in the bts folder, and in general, if a file is not in the bts folder, it is still using the vanilla file. If you did a default install you can find that file here;

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\Civilizations
 
Traits for BtS will be in the Warlords folder and you'll have that folder even if you never bought Warlords.
 
Patriotic
-50% war weariness
can draft 2 units per turn (regardless of civic)
+30% great general emergence within cultural borders
-50% chance of slave revolts.
 
In an attempt to be equally helpful, double speed of specific buildings, on the other hand, need to be changed manually/directly in the Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Buildings\CIV4BuildingInfos.xml

The actual tag is the ProductionTraits tag. See the actual file for examples. Remember that you need to add the traits for all buildings you want it to work for. You can't change for a whole building class. So if you want to double the production speed of the customs house building class you need to change this tag for all buildings tagged <BuildingClass>BUILDINGCLASS_CUSTOM_HOUSE</BuildingClass>, including BUILDING_CUSTOM_HOUSE and BUILDING_PORTUGAL_FEITORIA.

Hope this helps.
 
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