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Sheik
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I would prefer to see Egypt stay Industrious.
I am still wondering exactly what these traits will do. I would like to see many civs stay as they are (with some minor changes). Assuming the Dutch and Potrugeese (spelling?) are in they would both be Seafaring.
Would the Phonecians (again assuming they are in) qualify for Seafaring, commercial? or maybe some island civ could get religious, seafaring.
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Louis XXIV
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I left my heart in Zarigueya
Mar 2003 time: 00:30
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I think it was said at Gamespot that the Phoenicians were scenario-only
Here are a few ideas.
England: Commercial, Seafaring
Carthage: The same
Vikings: Sea, Exp
Japan: Mil, Sea (I think the Vikings should have this trait, but Japan is likely Seafaring)
Spain: Rel, Sea
Greeks: Sci, Sea
Sumer: Sci, Agr
Iroquois: Rel, Agr
Incas: Agr, Exp
China: Mil, Agr (or Agr, Ind)
More to come when I think of it, feel free to argue with what I have now 
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Bane Star
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Adelaide, Australia
Sep 2000 time: 15:00
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quote: Originally posted by Spiffor
Most often, Seafaring Civs did so because of small landmass or poor soils. Maybe a Civ that was deeply connected with Fishing could get these traits.........
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I think you've Hit the mother load with that very statement, The "TRAIT" of a civ should NOT BE DEFINED prior to the game, but instead chosen by the player AFTER At or After the game has started. A Seafaring Civ should be so, when the Civ is On a small Island and Needs to use the Sea as its travel and food basis, The Same can be said Of ALL the traits.... Start the player with No Traits and No bonuses, Heck Start them with No fixed UU, and when the player So decides, he/she assigns him/herself with the Trait that they choose for themself.
Start in the middle of the plains, Cool, ok I choose agricultural, 'DING' Get bonus Agr. Tech, ..... Later on Build the Collossus, ok good idea to choose the Science Trait.... DING, Science Tech bonus..... Of course you'd have to have some limit, maybe if you wait too long the bonus tech is allready in your tech tree and you get no further bonus...
Also, Who says I want an F-15 if I'm the americans.... Mid game I decide It'd be great if I could devote some extra research the KNIGHTS and have a bonus knight type.... Click... Choose Samuri.... DING, UU is chosen,
Each of these would not only be locked in place when the trait / UU is chosen, and you couldn't change it after... the game code could also allow you to 'Trade Unit Abilities', Trouncing the English.. they offer you MAN-O-War abilities, for a Forced Game Alliance, this follows that thread on alliances... where certain alliance breaking will split your empire under civil war where some of your cities may change over to the victim of the alliance break... Cool, now you can have Samuri and Man-o-war, and a long term ally/servant empire...
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:30
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All I know is, there's gonna be a lot of restarting if I decide to use a seafaring civ on continents and pangeas.
I'm curious as to what techs each of the new traits will start with. will be interesting to see what they do.
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Admiral PJ
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Southeast England , UK
Dec 2000 time: 05:30
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I've been looking at China, i'd prefer it to be presented more realistically..
China - Scientific , Agricultural.
Because: it should have scientific , because it invented gunpowder, paper , printing press and the magnetic compass well before anyone else.. but they shouldn't build ships or at least not many, as they were isolationist, though evidence points towards them having explored most of the world before the west.
it should have agricultural, as china has second in population size , a vast amount of people, at least 4 times as much as the USA.
It could have industrial/agric, but I disagree with them being millitaristic, they rarely try to get into wars historically, its only recently they have become a millitary dictatorship.. conqeuring tibet. At the time of the mongols and most o f their history they've been pretty unmillitaristic.
This will stop the Great wall triggering their Golden Age.. maybe the Hanging gardens will trigger it if this is made Agricultural.
I do hope they beef up the Scientific trait, maybe it could give 4 science points to every city, 8 to every metropolis as well its old traits.
Does anyone know anything else about these new traits? i don't know about them - whats seafaring likely to do, reduce harbor / sea building costs?.
Maybe indonesia could be a civ with Expansionist/agricultural. It populated right across the indian ocean to Madagascar(the large island off of africa)
or perhaps the Seafaring trait instead of expansion.
Indonesia is the most populated land on earth, so ought to have a civ.
Australia /New zealand could have a civ, just call it australia. commercial / agricultural perhaps, maybe it could be industrial /agricultural though it shouldn't be too powerful.
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Admiral PJ
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Southeast England , UK
Dec 2000 time: 05:30
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It would be nice to have traits start or change mid game.
As i was saying the Chinese became more millitaristic with communism , perhaps in game they could choose millitaristic at the beginning of the industrial era.
An idea could be that at the beginning of each new era - or when you've researched your first tech in a new era, you can select new Civ ability traits(religous,commercial etc) .
You would need to stop all civs being Millitaristic/industrious or religious/commercial.. this would make them all to powerful and too similar.
You would have 10 trait points to choose your traits.. millitaristic would be powerful so take up 6 of your trait points, expansionist would be only 3 points.. and maybe the 1 point remaining would be added onto your next eras traits, so you could have a better set next era and allow you to start conquering everybody.
There would need to be some way to stop everybody having the same traits, maybe you could only select trait combinations that no one else had.. this would make the first civ into a new era have an advantage as it can choose nearly any trait it wishes.
I suppose some traits would only be unlocked when you had the right Advance.. How can a civ be commercial when it hasn't even discovered Currency yet?
I may try this with the game i'm coding myself, you can take on the abilities of conquered or allied nations in this, its like capturing a german nation would allow you to use their industrious ability there..
I don't know of any game thats used varying abilities, BOTF came close by allowing conquered aliens to give you special wonde bonuses to your whole galactic nation.
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Bane Star
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Adelaide, Australia
Sep 2000 time: 15:00
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Actually game code wise is easy, I did it for Civ2.. You assign each civ with a tech based on its 'trait' and as the game progresses, some techs are only available with that 'trait' tech as a pre-requisite..
Non- tech wise you can have it with buildings ATM, there are flags that allows only 1 of any building type to be built, if you assign a building that is trait specific style, and check that flag, then each civ can build only 1 of that type of building, and none of the others... If this building is a requirement for other buildings... then you have In Game Trait choices... This how My fantasy mod is working... I have Magic, Warfare, Nature and Religeon as my 4 'area's and if you follow the research path of one of these, you negate the use of the other.. Ok The Editor makes this extra hard to achieve and I had to bend some rules that the AI wont handle, But I'm making this as a multi-player game anyways.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:30
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Ones I definitely believe should be:
Vikings: Militaristic/Seafaring
Americans: Expansionist/Agricultural
England: Commercial/Seafaring
Spain: Religious/Seafaring
Greeks: Scientific/Seafaring
Ones I might, or might not believe should be:
India: Agricultural/Religious
China: Agricultural/Scientific
Iroquois: Agricultual/Religious
Carthage: Commercial/Seafaring
I'm unsure as to what the Ottomons should be (since Sci/Ind doesn't really suit them anyway), and the new civs since I haven't had time to really think (plus I have no idea as to who is in other than Sumer, the Incas and the Maya). As for the rest of the existing civs, I think they should remain as they are.
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Captain Crunch
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quote: Originally posted by Louis XXIV
I guess I was mainly thinking about Japan's fishing tradition, which is huge. They didn't really have a large navy until the 20th Century, so I guess they might not be Seafarring.
But there can't be 3 Mil, Rel civs. Can you think of one of the 3 (Aztecs, Celts, Japanese) that can be something else? |
The Celts could be expansionist. They historically spread from the black sea to Ireland.
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:30
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quote: Originally posted by LordAzreal
Ones I definitely believe should be:
Americans: Expansionist/Agricultural
England: Commercial/Seafaring
Spain: Religious/Seafaring
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i disagree that these are definate.
americans could just as well get industrious or commercial, depending on which era is represented.
english (as i said in the post before) could also be expansionist (1/2 the world map was coloured red.... which btw should be their colour in the game, but that's not the topic here ).
spain could have militaristic and aswell expansionist (they grabbed most of south america and the majority of central america)
quote:
Ones I might, or might not believe should be:
India: Agricultural/Religious
China: Agricultural/Scientific
Iroquois: Agricultual/Religious
Carthage: Commercial/Seafaring
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basicly, it looks like you've taken away the expansionist of all civs 
i think expansionist fits quite well to: english, spanish, portuguese, celts, russian, mongols, americans. possibly also vikings, china. i don't know enough about iroquois and zulu history to be able to judge if they really were expansionistic...
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