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Will there be a new civ trait?

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  • Will there be a new civ trait?

    My guess is yes, because there are eight new civs, and a new trait would generate six new trait combinations. The question is, what will that trait be?

    I think it will be Maritime. I'm not sure what the benefits will be, because harbors are already cheaper for militaristic. Perhaps one extra food per coastal/sea/ocean tile? Perhaps a new naval scout-type unit for early coastal exploration?

    But this trait does seem to fit well with the new civilizations. This is my guess on Maritime civs:

    Vikings (+militaristic)
    Spain (+religious)
    Korea (+industrious)
    Carthage (+commercial)
    Greece (+scientific)
    England (+expansionist)

    The new scientific + commercial civ instead of Greece would be the Arabs.
    The new expansionist + commercial civ instead of England would be the Inkas.

    In addition:
    Celts: Religious + ?
    Mongols: Militaristic + expansionist

    Makes sense?
    22
    Yes, of course!
    31.82%
    7
    No, they'll recycle the old trait combos
    50.00%
    11
    Don't ask me. I'm busy picking bananas.
    18.18%
    4

  • #2
    i guess no. I want one but i doubt they'll make one.

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    • #3
      Re: Will there be a new civ trait?

      Originally posted by alexman
      This is my guess on Maritime civs:

      Vikings (+militaristic)
      Spain (+religious)
      Korea (+industrious)
      Carthage (+commercial)
      Maybe change it to expantionist
      Greece (+scientific)
      Keep it as is
      England (+expansionist)
      I'd go with Commercial & Maritime

      The new scientific + commercial civ instead of Greece would be the Arabs.
      I wouldn't say that the Arabs were that scientificaly advanced, although I don't know much about the Arabs
      The new expansionist + commercial civ instead of England would be the Inkas.
      Commercial maybe, expantionist, no. (I'd go with industrious, that's how they made their system of roads though the Andees.

      In addition:
      Celts: Religious + ?
      Mongols: Militaristic + expansionist
      Sounds about right
      Know your enemies!
      "Mein Fuhrer! I can walk!" ~ Dr. Strangelove

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      • #4
        I don't think there will be a new trait, and I think the vikings will be commercial/militaristic. But if there is, maritime is a pretty good idea, I don't think they will change the existing civs though (even if they add a trait).
        /Cesa

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        • #5
          Although I'm picking bananas right now I think with eight new civs there needs to be a new civ trait. Different combinations = more fun!

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          • #6
            logically, there should be more traits, and ideally, we'd be able to add our own traits, but this is FIRAXIS we're talking about...
            "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
            - Ender, from Ender's Game by Orson Scott Card

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            • #7
              Spain should defineately be commerical as well. Spain held an empire based upon acquiring gold for centuries. If that doesn't make you commercially-based, then nothing does.

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              • #8
                The probability is weak there are new traits, but not nil : We've seen many XP in the past for other games which added whole new features.
                "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                "I never had the need to have a boner." -- Dissident
                "I have never cut off my penis when I was upset over a girl." -- Dis

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                • #9
                  Originally posted by Spiffor
                  The probability is weak there are new traits, but not nil : We've seen many XP in the past for other games which added whole new features.
                  but again, this is FIRAXIS.

                  maybe they'll release a second XP with new traits
                  "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                  - Ender, from Ender's Game by Orson Scott Card

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                  • #10
                    Originally posted by UberKruX
                    logically, there should be more traits, and ideally, we'd be able to add our own traits, but this is FIRAXIS we're talking about...
                    Ideally, sure.

                    Please tell us how that could be done.

                    Let's say I want to create Maritime as a new trait. I want these civs to have 1 extra move for their ships, an extra trade on coastal tiles, and half price harbors. I know you're one of the "Civ III is Poop" people, but how in the world are they going to anticipate what we want as civ traits? How could they code that in?

                    Let's say I would like to make Agricultural. Hmm.. One extra food on grassland tiles, 1 extra food in cities over size 6, and 2x speed irrigation. How do they make it so I can do that?

                    I would like to see new civ traits to reduce the trait copies.

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                    • #11
                      And I want to create the Very Silly Indeed trait: one citizen in every city must be an entertainer, extra three turns of anarchy for revolutions, and all military units have a 50% bonus in combat (they know the killer joke - "My dog has no nose!")

                      No offense Uber, but I think the ability to add traits without dumbing them down to a generic set of options (pick one building to be half price, pick one tile improvement, pick a free tech) isn't quite feasible.

                      I for one am 80% certain there will be at least one new trait, and it will probably be Maritime. How that will play out on a pangea map, I don't know.....
                      "Stuie has the right idea" - Japher
                      "I trust Stuie and all involved." - SlowwHand
                      "Stuie is right...." - Guynemer

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                      • #12
                        It should be possible to make more/change the existing ones in the editor

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                        • #13
                          Originally posted by Stuie
                          And I want to create the Very Silly Indeed trait: one citizen in every city must be an entertainer, extra three turns of anarchy for revolutions, and all military units have a 50% bonus in combat (they know the killer joke - "My dog has no nose!")

                          No offense Uber, but I think the ability to add traits without dumbing them down to a generic set of options (pick one building to be half price, pick one tile improvement, pick a free tech) isn't quite feasible.

                          I for one am 80% certain there will be at least one new trait, and it will probably be Maritime. How that will play out on a pangea map, I don't know.....
                          i honestly believe that with a "robust" editor, such a thing would be possible.
                          "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                          - Ender, from Ender's Game by Orson Scott Card

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                          • #14
                            I'm thinking, and I don't see how such a thing is possible. I agree with Stuie : an editable trait would be very limited, as the ability to edit buildings is very limited : you have a set of options, and you mix & match them. If you want to have something else than a simple mix&match, it's a matter of programming, or Firaxis must have an infinite imagination (and development time) to satisfy the infinite imagination of the fans. Some developers who barely have time to think about this cannot match the imagination of thousands of fans, in which there are people who think whole days about what a new trait could be.
                            "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                            "I never had the need to have a boner." -- Dissident
                            "I have never cut off my penis when I was upset over a girl." -- Dis

                            Comment


                            • #15
                              Originally posted by Spiffor
                              I'm thinking, and I don't see how such a thing is possible. I agree with Stuie : an editable trait would be very limited, as the ability to edit buildings is very limited : you have a set of options, and you mix & match them. If you want to have something else than a simple mix&match, it's a matter of programming, or Firaxis must have an infinite imagination (and development time) to satisfy the infinite imagination of the fans. Some developers who barely have time to think about this cannot match the imagination of thousands of fans, in which there are people who think whole days about what a new trait could be.
                              you could make it rather simple, for example you have a bunch of dropdown menus, for example + [variable] trade, or + [variable] production.

                              i'm fairly sure the structures are split into categories already (religious, scientific etc) so i'm sure they could tack on several "types" per each structure, ie a harbor being both maritime and commercial.

                              another useful thing would be a way to start a civ with a unit (ie expansionists with explorers).
                              "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                              - Ender, from Ender's Game by Orson Scott Card

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