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  • #16
    Originally posted by The Vagabond
    Where can I see the agressiveness level ascribed to each civilization? This is not even in civilopedia!
    Open the Map Editor (a great info source)
    open Scenario tab and choose "custom rules"
    open rules tab and choose "edit rules"
    open Civilizations tab and choose a tribe
    tribe aggression is listed near lower left
    The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

    Anatole France

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    • #17
      Thanks. I'll try to do that.

      But on the other hand, this is rather an involved procedure. It is inexusable that such info is not available in a simpler way, e.g. through the pedia.
      Freedom is just unawareness of being manipulated.

      Comment


      • #18
        It's essentially a trade-off between the need to provide sufficient information to play the game for the casual player, and the desire of the fanatic (ie, you and me) to know every little game mechanism.....the latter probably represents less than 5% of the revenue from game sales, but costs quite a bit of money to cater for. The same principle applies to the next patch that we are all so eagerly waiting for but will probably never come. The vast majority of Civ players have never even heard of this site, and will probably have no idea of the bugs that a lot of us here see as serious.

        So in summary, if you are that involved in the game (as a lot of us are) that you want to know the specific aggressiveness of each civ, then it's really not a big deal to open the editor and find out. After all, you probably already devote an obscene amount of time to playing this horrible game, so improving your knowledge of it by scanning the editor shouldn't be such a big deal

        Cheers, and happy civving!
        So if you meet me have some courtesy, have some sympathy and some taste
        Use all your well-learned politesse, or I'll lay your soul to waste

        Re-Organisation of remaining C3C PBEMS

        Comment


        • #19
          Originally posted by Cort Haus
          Half Price Buildings

          Agricultural - Aqueduct, Hospital
          Scientific - Lib, Uni, Research Lab
          Militaristic - Barracks, Harbour (boats are military units), Airport
          Seafaring - Harbour, Commercial Dock
          Religious - Temple, Cathedral

          Industrial, Commercial, Expansionaist - none
          Thanks.

          Now what about the other benefits?
          Captain of Team Apolyton - ISDG 2012

          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

          Comment


          • #20
            Religious - 1 turn anarchy (as opposed to 4 - 9 turns). Starts game with ceremonial burial.

            Commercial - +1 commerce in each city tile, +25% OCN (optimal city number - effects corruption), starts game with alphabet.

            Agricultural - +1 food per city tile (does not apply under despotism/anarchy, unless the city is built on a river or lake), irrigated deserts have 2f, instead of 1f (makes them plains, essentially), starts game with pottery.

            Scientific - bonus tech upon entry into a new era, increased chance of Scientific Great Leader generation (instead of 3%, it's 5%, IIRC), starts game with bronze working.

            Militaristic - increased promotion rate for units that win battles. This translates into more elite units, which in turns means more MGLs (indirectly, of course), starts game with warrior code (except the Japanese, who get the wheel).

            Seafaring - +1 move to all ships, reduced chance of sinking (instead of 50% chance, 25%), +1 commerce to city tiles built on the coast (stacks with commercial in the case of the English), starts game with alphabet.

            Industrious - +1 shield to city tiles once the city gets up above size 6 (or was that changed?), starts game with masonry.

            Expansionist - free scout (0.0.2) to start the game. No barbs from goodie huts, better chance of good goodies, starts game with pottery.

            -Arrian
            grog want tank...Grog Want Tank... GROG WANT TANK!

            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

            Comment


            • #21
              Originally posted by Arrian
              Commercial - +1 commerce in each city tile
              More for metros, IIRC.

              Comment


              • #22
                Originally posted by Arrian
                Religious - 1 turn anarchy (as opposed to 4 - 9 turns). Starts game with ceremonial burial.
                Changed from 1 turn anarchy (4 - 8 otherwise) to 2 turns anarchy (5 - 9 otherwise) in Conquests.

                Commercial - +1 commerce in each city tile, +25% OCN (optimal city number - effects corruption), starts game with alphabet.
                Actually +2 commerce in the city title if size 2 [pop 7 - 12] and +3 if size 3 [pop 13+]

                Agricultural - +1 food per city tile (does not apply under despotism/anarchy, unless the city is built on a river or lake), irrigated deserts have 2f, instead of 1f (makes them plains, essentially), starts game with pottery.
                Except if civ is both Agricultrual and Expanionist [Incans?] gets Masonary as Agricultural choice

                Scientific - bonus tech upon entry into a new era, increased chance of Scientific Great Leader generation (instead of 3%, it's 5%, IIRC), starts game with bronze working.

                Militaristic - increased promotion rate for units that win battles. This translates into more elite units, which in turns means more MGLs (indirectly, of course), starts game with warrior code (except the Japanese, who get the wheel).

                Seafaring - +1 move to all ships, reduced chance of sinking (instead of 50% chance, 25%), +1 commerce to city tiles built on the coast (stacks with commercial in the case of the English), starts game with alphabet.
                +2 Commerce to size 2 cities [pop 7 - 12] when built on the coast and +3 Commerce to size 3 cities [pop 13+] when built on the coast.
                Except if civ is both Commerical and Seafaring [English], gets Pottery as Seafaring choice.

                Industrious - +1 shield to city tiles once the city gets up above size 6 (or was that changed?), starts game with masonry.
                Industrial bonsus is +1 for size 2 cities (pop 7 - 12) and +2 for size 3 cities (pop 13+)

                Expansionist - free scout (0.0.2) to start the game. No barbs from goodie huts, better chance of good goodies, starts game with pottery.
                Better chance of good goodies is merely a side effect of no barbs

                -Arrian
                Last edited by joncnunn; July 8, 2004, 14:17.
                1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                Templar Science Minister
                AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                Comment


                • #23
                  Originally posted by Dauphin
                  I think a better balancing idea would be to have the improvements (granary, aqueduct, hospital) at half price and get rid of the extra food on the centre city tile.
                  Agreed totaly.
                  The way its now, I'm totaly addicted to Agr civs.

                  Comment


                  • #24
                    Ag civs grow very quickly, which forces some strategy changes (timing of settlers and workers); but I'm not complaining.

                    Ag civs are trully powerful.

                    Comment


                    • #25
                      So in a size 13 city for the English, there is a 6 commerce bonus? That rocks.

                      Workers go faster under industrial, no? How much faster? Anyone have figures on the increased promotion rate of militaristic? Also, the corruption bonus for commercial, could someone explain that in a way that doesn't use long mathematical formulas?

                      Expansionist seems to be the most worthless of the traits. Even with the trait and a few scouts I've never gotten more than 3-4 huts at the most. That's not enough of an edge in a game to really care about.
                      Captain of Team Apolyton - ISDG 2012

                      When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

                      Comment


                      • #26
                        In C3C industrious workers work 150% of standard rate. In previous versions it was 200%.

                        Also in C3C captured workers no longer get the industrious boost.

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                        • #27
                          Assuming neither civ is industrial, do captured workers work slower than native ones?
                          Captain of Team Apolyton - ISDG 2012

                          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                          • #28
                            Half-speed.
                            "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
                            -me, discussing my banking history.

                            Comment


                            • #29
                              ok.

                              So if I'm industrial and I capture workers, they don't get my bonus. What if the civ I captured them from is industrial, do they get a bonus then?
                              Captain of Team Apolyton - ISDG 2012

                              When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

                              Comment


                              • #30
                                I don't think so.
                                "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
                                -me, discussing my banking history.

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