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Thread: Will there be any new Civ-specific abilities?

  1. #1
    GoodFella
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    Will there be any new Civ-specific abilities?

    I thought I heard there would be, but that was a while back, and might have been a rumor. Anyone know?

    And what might they be if there are? Maritime? Agricultural? Any other ideas?
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    NeoStar
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    I haven't heard of that in any of the previews/interviews I've seen. Be good if those rumours were true.

    You'd think they'd need to add a few to make sure every civ remains unique.
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    GoodFella
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    Yes, a couple I think would be good would be:

    The ever so popular Maritime trait where harbors, coastal fortesses, and ships are cheaper and mabee win combats more or more effective bombardment.

    We already have traits which give commercial and shield bonuses so I think an Agricultural trait giving a food bonus would be good. Granaries, aqueducts, and sewers can also be cheaper.
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    NeoStar
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    Originally posted by GoodFella
    ...The ever so popular Maritime trait where harbors, coastal fortesses, and ships are cheaper and mabee win combats more or more effective bombardment...
    That's a good idea - I could see a few civs we already have benefitting from that (eg-England) as well as new ones (like if they put a nation from Oceania).

    Going along those lines a similiar thing for aircraft would possible - where airports, SAMs, and aircraft are cheaper and aircraft are more effective. It would really give America an advantage with its UU.
    "Show me a man or a woman alone and I'll show you a saint. Give me two and they'll fall in love. Give me three and they'll invent the charming thing we call 'society'. Give me four and they'll build a pyramid. Give me five and they'll make one an outcast. Give me six and they'll reinvent prejudice. Give me seven and in seven years they'll reinvent warfare. Man may have been made in the image of God, but human society was made in the image of His opposite number, and is always trying to get back home." - Glen Bateman, The Stand (Stephen King)

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    Darkworld Ark
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    In some chat with the devs they said they weren't making iny new Civ Traits.
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    sabrewolf
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    i think we're all hoping to make civ-specific improvements. i don't believe that would be too hard to implement.
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    kring
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    In the chat, they did indeed say that there were no new civ traits.

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    Amadan
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    Originally posted by kring
    In the chat, they did indeed say that there were no new civ traits.

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    lockstep
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    Yes, that was bad news. One can only hope for another XP.
    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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    Gangerolf
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    The ever so popular Maritime trait where harbors, coastal fortesses, and ships are cheaper and mabee win combats more or more effective bombardment.
    But perhaps not too useful if you're start in the middle of a big continent then.

  11. #11
    Ijuin
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    Originally posted by Gangerolf


    But perhaps not too useful if you're start in the middle of a big continent then.
    True, but Expansionist is just as useless when you start on a small island.
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    trickey
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    Nope, no new traits. I wish they would though. Civ are gonna start seeming to alike. they only thing seperating 'em will be thier uu.

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    BoojiBoy
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    e

    I could see diplomatic too. Maybe "better reputation, more likely to get a better deal during negotiations, less likely to be sneak-attacked"?

  14. #14
    lockstep
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    Re: e

    Originally posted by BoojiBoy
    I could see diplomatic too. Maybe "better reputation, more likely to get a better deal during negotiations, less likely to be sneak-attacked"?
    'Diplomatic' was discussed together with some other potential CSA's (agricultural, maritime/seafearing) some months ago. Outline: Interesting idea, but not really practical in multiplayer (that is, unless PtW or a second expansion pack vastly enhances the role of the U.N.)
    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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