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Will there be a new civ trait? (Time out:0 days after 22-05-2002, 19:14)
Yes, of course!
No, they'll recycle the old trait combos
Don't ask me. I'm busy picking bananas.
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alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:19
Question  Old Post 22-05-2002 19:12 Visit alexman's homepage!
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Will there be a new civ trait? Inflate your Upload Space

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?

civman2000 is offline civman2000
Emperor
of the Martian Empire
Jun 2001
time: 23:19
  Old Post 22-05-2002 20:29
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i guess no. I want one but i doubt they'll make one.

Darkworld Ark is offline Darkworld Ark
Warlord
of the Capitalists
May 2002
time: 05:19
  Old Post 23-05-2002 00:43
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Re: Will there be a new civ trait? Support Apolyton, buy GURPS/ Alpha Centauri

quote:
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

Cesa is offline Cesa
Chieftain
Kumla, Sweden
Nov 2001
time: 06:19
  Old Post 23-05-2002 02:04
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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).

Carver is offline Carver
Prince
reprocessing plutonium, Yongbyon, NK
Jan 2002
time: 23:19
  Old Post 23-05-2002 02:22
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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!

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:19
  Old Post 23-05-2002 02:24 Visit Inverse Icarus's homepage!
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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...

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:19
  Old Post 23-05-2002 02:37 Visit Trip's homepage!
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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.

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:19
  Old Post 23-05-2002 02:45
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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.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:19
  Old Post 23-05-2002 07:46 Visit Inverse Icarus's homepage!
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quote:
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

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:19
  Old Post 23-05-2002 22:32
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quote:
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.

Stuie is offline Stuie

King
Have a beer!
Sep 2001
time: 00:19
  Old Post 23-05-2002 22:42 Visit Stuie<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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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.....

civman2000 is offline civman2000
Emperor
of the Martian Empire
Jun 2001
time: 23:19
  Old Post 24-05-2002 01:58
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It should be possible to make more/change the existing ones in the editor

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:19
  Old Post 24-05-2002 03:35 Visit Inverse Icarus's homepage!
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quote:
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.

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:19
  Old Post 24-05-2002 04:13
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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.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:19
  Old Post 24-05-2002 05:05 Visit Inverse Icarus's homepage!
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quote:
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).

Jethro83 is offline Jethro83
Prince
Newcastle, Australia
Mar 2002
time: 15:19
  Old Post 24-05-2002 14:49
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Maritime, Agricultural and Urban. Those are traits I'd want to see if possible. But I don't think that there will be any new traits added.

And being able to create traits would be a great idea, as there needs to be more options to this game. More options, means more replayability. How else do you think Half-Life is still huge after all these years?

KaiserIsak is offline KaiserIsak
Warlord
of Isakistan Empire
Oct 2000
time: 05:19
  Old Post 24-05-2002 22:40
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The incas cant be commecrial, in te inca empire there were nothing like trade. People owned everything togheter and the state gave them what they needed. No trade were needed.
They should maybe be reigious instead, or militaristic.
btw i can understand why the americas are not religious and militaristic.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:19
  Old Post 25-05-2002 01:07 Visit Trip's homepage!
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I doubt there will be new traits in the game. New something perhaps, but I don't know what. Just what I think though.

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