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Kuciwalker
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of Schmooism
Feb 2001 time: 00:27
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I have a few ideas as to how to balance the traits somewhat. I'm working from the assumption that Industrial is the most powerful trait, which seems to be the majority opinion.
Industrial - same as before
Scientific - +10% science*, can build Research**, otherwise same as before
Religious - no longer has revolution bonus, +10% luxury*, otherwise same as before
Expansionist - has revolution bonus, otherwise same as before
Militaristic - -1 war weariness***, no drafting penalty in WLTKD****, otherwise same as before
Commercial - +10% tax*, otherwise same as before
* Say the civ is getting 10 gpt, and has tax 30% sci 50% lux 20%. If they were scientific, they would actually have tax 30 sci 60 lux 20. Same thing for religious and commercial (for lux and tax, respectively). Yes, they essentially get 10% extra gpt
** Essentially wealth, except it creates beakers instead of gold. Also, researchers in a city building Research produce twice as many beakers.
*** Refers to the war weariness setting of the government it is in. None = 0, low = 1, high = 2. Thus, a militaristic civ in a Monarchy would actually get a happiness BONUS for being at war, and in Democracy would only have a slight penalty.
**** This ties in with the war weariness thing. If a city in a militaristic civ is in WLTKD, then it won't suffer happiness problems from drafting.
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Dominae
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Industrious is the best trait, bar none. Even when an Expansionist civ gets a free Settler, the Industrious one is not very far behind. For this reason, I think it's funny that the attempt is to make the other traits better, instead of making Industrious weaker.
An elegant (IMO) solution to the "Industrious problem" would be to only make the Industrious Worker bonus kick in when a certain tech is researched, the best candidate being Construction.
This would have the effect of 1) toning down Industrious' overall power, since there is no "I own the first 50 turns" snowball effect, and 2) forcing the Industrious civs to adopt a more focused approach to the game. As is, the Industrious player basically gets a bonus in everything he or she cares to do, making Industrious "good at everything". This is in contrast to the other traits, which work to direct the player into a more defined role (poprushing Temples and Culture for Religious, Literature beeline and tech leader for Scientific, etc.).
As a side note, given how powerful The Weather Paradigm was in SMAC, I'm still amazed at how its ability was granted to certain civs for free in Civ3. Surely the ability is less potent if many different civs have access to the it, but this just creates a situation where any human player would be silly not to pick an Industrious civ if he or she really wants to win. Play the World and MP have served to make even more apparent this flaw in the game.
Dominae
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