I came across a thread at Civfanatics where someone mentioned that the Industrious trait should get extra Hammers from things like Mines etc., just like the Financial civ gets extra commerce from a tile. I thought that was a good point so changed my Industrious to get +1 Hammer for any plot with 4 of them, like a Plains mine. I don't get into being a Wonder whore at all so the 50% Wonder boost meant that trait was pretty much useless to me, but getting extra Hammers certainly isn't. To compensate, I reduced the Wonder production to 25%.
But while I was looking around I noticed a few flags that weren't being used by any trait, which seemed like natural additions to what currently exists. For instance, there's been alot of discussion about Protective been a very weak weak trait and not very useful to players. But there's a flag that works the same way as the Great Wall, giving the trait a bonus towards Great General production when waging battles inside their own borders. For a defensive trait, that ability seems like a no brainer so I gave my Protective civs a 50% bonus. I don't really understand why they didn't include that in the first place frankly. Granted that makes Charlemagne a bit of a powerhouse with defensive wars, since he's Imperialistic/Protective, but he's the only civ with that combination. And using the right tactics you can negate that extra 50% bonus. Just draw his forces out of his borders.
Another flag not being used is a Trade Yield modifier. When I tried it out I discovered that I could give a particular trait a +1 commerce to all their trade routes, or more if I wanted to. That seemed like a natural for the Organized trait which, though not bad, is a bit weak economically compared to Financial. Getting that extra trade route yield should bring the two pretty close though.
One last flag that I couldn't really find a use for though is a commerce modifier. It will add a certain percentage of either Research, Gold or Culture to a trait. I couldn't really think of any value that would end up being overpowered, and a simple 1% increase seemed rather pointless. I thought of giving a 1% increase to beakers to the Philosophical trait but even that seemed overpowered. I'm still debating whether I should or not though.
And the Imperialist trait is useful only in certain situations, you're either waging war or building a Settler. So I've added a +1 food bonus to any plot with 5 or more. This gives that trait a bonus to it's bonuses, at least when it comes to food. It seemed to have a good synergy to it's Settler production ability since it now gets a bonus from both types of production that units uses, making the ability more effective. Plus there's still a benefit if you're not waging war or expanding.
Also, why aren't Spiritual civs getting a production bonus for Missionaries? That seem like a natural to me. I've given mine a 25% bonus, which will help but shouldn't be overpowered, and gives the Spiritual trait an advantage when not actually switching civics. Which is the only time that trait serves any purpose, unlike ones like Financial, Organized etc.
But while I was looking around I noticed a few flags that weren't being used by any trait, which seemed like natural additions to what currently exists. For instance, there's been alot of discussion about Protective been a very weak weak trait and not very useful to players. But there's a flag that works the same way as the Great Wall, giving the trait a bonus towards Great General production when waging battles inside their own borders. For a defensive trait, that ability seems like a no brainer so I gave my Protective civs a 50% bonus. I don't really understand why they didn't include that in the first place frankly. Granted that makes Charlemagne a bit of a powerhouse with defensive wars, since he's Imperialistic/Protective, but he's the only civ with that combination. And using the right tactics you can negate that extra 50% bonus. Just draw his forces out of his borders.
Another flag not being used is a Trade Yield modifier. When I tried it out I discovered that I could give a particular trait a +1 commerce to all their trade routes, or more if I wanted to. That seemed like a natural for the Organized trait which, though not bad, is a bit weak economically compared to Financial. Getting that extra trade route yield should bring the two pretty close though.
One last flag that I couldn't really find a use for though is a commerce modifier. It will add a certain percentage of either Research, Gold or Culture to a trait. I couldn't really think of any value that would end up being overpowered, and a simple 1% increase seemed rather pointless. I thought of giving a 1% increase to beakers to the Philosophical trait but even that seemed overpowered. I'm still debating whether I should or not though.
And the Imperialist trait is useful only in certain situations, you're either waging war or building a Settler. So I've added a +1 food bonus to any plot with 5 or more. This gives that trait a bonus to it's bonuses, at least when it comes to food. It seemed to have a good synergy to it's Settler production ability since it now gets a bonus from both types of production that units uses, making the ability more effective. Plus there's still a benefit if you're not waging war or expanding.
Also, why aren't Spiritual civs getting a production bonus for Missionaries? That seem like a natural to me. I've given mine a 25% bonus, which will help but shouldn't be overpowered, and gives the Spiritual trait an advantage when not actually switching civics. Which is the only time that trait serves any purpose, unlike ones like Financial, Organized etc.
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