I've implemented my first leader trait:
Bananas Trait, okay it's a joke but it was a learning exercise.
Here are the options I see for creating Faction Traits:
Using a combination of those methods it should be possible to create very convincing SMAC faction traits.
edit: Added Custom SE method.
Bananas Trait, okay it's a joke but it was a learning exercise.
Here are the options I see for creating Faction Traits:
- "Leader Traits"
It is very easy to add free promotions. Like a free "Fanatic" promotion for Miriam.
Bonuses like Financial can be made - but not more specific.
Making certain facilities cheap is also possible ofcourse. - "Custom Faction Techs"
Another mechanism we could utilize is to create a tech for each faction (automatically researched, cannot be traded etc). Hive Tech might give +1 hammer per mine, for example. There are a lot of options available in Tech's that aren't in Leader Traits. The game supports this principle quite well. (ie Desert War mod uses it) - "Custom Faction HQ"
Another method is using a customized HQ for each faction, using facility/wonder bonuses like bonuses for specialists, free facilities, etc. It might be nessecary to replace the Generic HQ with the Custom HQ using Python, but that's no biggy. - Hardcode in Python.
It's possible to directely hardcode certain benefits using python, as I did for the Bananas Trait. This could for example give Zak his free tech, and add free buildings for certain traits (when it doesn't make sense to use the Custom HQ method). One problem with python stuff is it's sometimes hard to give feedback on (ie a production bonus makes the time to completion inaccurate), as such it should be avoided when such feedback problems will result. - Custom SE.
The idea would be to create "Hive SE" and "Peacekeeper SE" and so on with the relevant one permamently switched on. This would be an exercise in Python and XML I believe.
Using a combination of those methods it should be possible to create very convincing SMAC faction traits.
edit: Added Custom SE method.
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