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Shadow Dweller
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To vague? honestly I think the pedia gives a pretty good explanation of what the traits do...
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Aramis
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Not where I was tomorrow, nor will be yesterday.
Dec 2002 time: 23:36
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When you choose a civ, but before you start the game, click on the button below the leader portrait. You will get the civilopedia description of all the traits. That is as detailed and comprehensive as it gets.
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:36
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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! 
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OzzyKP
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Rockville, MD
Oct 1999 time: 00:36
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quote: 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?
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:36
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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
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:36
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quote: 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.
quote:
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+]
quote:
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
quote:
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.
quote:
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+)
quote:
Expansionist - free scout (0.0.2) to start the game. No barbs from goodie huts, better chance of good goodies, starts game with pottery.
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Better chance of good goodies is merely a side effect of no barbs
Last edited by joncnunn on 08-07-2004 at 23:17
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