WHFB Leader Traits

That makes sense. Military-7, another flavor-2 would be about right probably.
 
Since alignment ala FfH would seem too similar IMO is there anyway to implement a racial modifier to leaders? Is this already planned? I was thinking orcs would have a -X modifer to humans, but a -Y to elves and a +Z to other orcs or even undead.

Is this possible to add some tension to the leaders? Religion alone isn't going to do it.
 
I could deal with -3 because they would start stacking with religions, with adjacent lands, with weaker/stronger, ect.
 
I don't want to start a new thread about Civics when it's more about traits then civics. Confused yet? Here's my idea: Create an unchangeable column in the Civics window that is about race. We'd have quite a few, but in the XML about leader behavior we'd be able to tell the game that because another race didn't share your favorite civic (racial) that you have a negative modifier with them.

Half-baked idea or possible?
 
woodelf said:
I don't want to start a new thread about Civics when it's more about traits then civics. Confused yet? Here's my idea: Create an unchangeable column in the Civics window that is about race. We'd have quite a few, but in the XML about leader behavior we'd be able to tell the game that because another race didn't share your favorite civic (racial) that you have a negative modifier with them.

Half-baked idea or possible?
I understand, and that would allow tons of other things as well, such as you get special abilities depending on your civic. And if you conquered a city with another race you could get that civic as well.
 
One last thing Ploep to spit out before I forget....Different races/civics would then allow differing amounts of free units. That would offer some variety as well.
 
Just a thought to diffirenciate the dwarf armies. Because of the idea of the Book of Grudges, possible add a dwarf trait that makes negative effects relations more potent / longlasting. For you and the protaganast. Could limit trade options as time goes by, forcing the dwarves to be more self reliant.

Generally I like the idea of changing traits so More enimies, less friends, thus more wars.
 
El Loco Mono said:
Just a thought to diffirenciate the dwarf armies. Because of the idea of the Book of Grudges, possible add a dwarf trait that makes negative effects relations more potent / longlasting. For you and the protaganast. Could limit trade options as time goes by, forcing the dwarves to be more self reliant.

Generally I like the idea of changing traits so More enimies, less friends, thus more wars.
This won't require a trait. We can easily define the memory of the diplomatic events in the Leaderinfos.xml and will of course do so. Of course this won't be as noticeable for the player as a trait but it will be there!
 
When you make over 6500 posts occassionally you come up with a decent idea. ;)
 
I did a crappy job updating this thread. Oops.

Should the Hidden trait allow elves to not get a movement penalty in the forest. I was surprised that my woodelven warrior was penalized in the woods. :sad:
 
Hidden does currently nothing but only should hide the civs territory from enemy view. I wait for the code from FFH for that.
I don't mind about fastmoving elves in woods. But they already have woodsman1 as free promotion and woodman 2 gives doublemoves in wood already so they are pretty close to get that.
 
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