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View Poll Results: Will there be a new civ trait?
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Yes, of course!
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7 |
31.82% |
No, they'll recycle the old trait combos
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11 |
50.00% |
Don't ask me. I'm busy picking bananas.
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4 |
18.18% |
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May 22, 2002, 10:12
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#1
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Firaxis Games Software Engineer
Local Time: 21:06
Local Date: October 31, 2010
Join Date: Mar 1998
Posts: 5,360
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Will there be a new civ trait?
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?
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May 22, 2002, 11:29
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#2
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Emperor
Local Time: 19:06
Local Date: October 31, 2010
Join Date: May 2001
Location: of the Martian Empire
Posts: 4,969
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i guess no. I want one but i doubt they'll make one.
__________________
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"This should be the question they ask you before you get to vote. If you answer 'no', then they brand you with a giant red 'I' on your forehead and you are forever barred from taking part in the electoral process again."--KrazyHorse
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May 22, 2002, 15:43
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#3
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Warlord
Local Time: 01:06
Local Date: November 1, 2010
Join Date: May 2002
Location: of the Capitalists
Posts: 229
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Re: Will there be a new civ trait?
Quote:
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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
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May 22, 2002, 17:04
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#4
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Chieftain
Local Time: 02:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Örebro, Sweden
Posts: 98
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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).
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/Cesa
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May 22, 2002, 17:22
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#5
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Prince
Local Time: 19:06
Local Date: October 31, 2010
Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
Posts: 560
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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!
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May 22, 2002, 17:24
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#6
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Emperor
Local Time: 20:06
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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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...
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"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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May 22, 2002, 17:37
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#7
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Firaxis Games Programmer/Designer
Local Time: 21:06
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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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.
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May 22, 2002, 17:45
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#8
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Local Time: 03:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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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.
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"I have never cut off my penis when I was upset over a girl." -- Dis
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May 22, 2002, 22:46
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#9
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Emperor
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Join Date: May 2001
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Quote:
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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.
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but again, this is FIRAXIS.
maybe they'll release a second XP with new traits
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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May 23, 2002, 13:32
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#10
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Prince
Local Time: 21:06
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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Quote:
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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...
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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.
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May 23, 2002, 13:42
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#11
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King
Local Time: 21:06
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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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.....
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May 23, 2002, 16:58
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#12
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Emperor
Local Time: 19:06
Local Date: October 31, 2010
Join Date: May 2001
Location: of the Martian Empire
Posts: 4,969
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It should be possible to make more/change the existing ones in the editor
__________________
Ham grass chocolate.
"This should be the question they ask you before you get to vote. If you answer 'no', then they brand you with a giant red 'I' on your forehead and you are forever barred from taking part in the electoral process again."--KrazyHorse
"I'm so very glad KH is Canadian."--Donegeal
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May 23, 2002, 18:35
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#13
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Emperor
Local Time: 20:06
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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Quote:
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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.....
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i honestly believe that with a "robust" editor, such a thing would be possible.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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May 23, 2002, 19:13
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#14
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Local Time: 03:06
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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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.
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
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May 23, 2002, 20:05
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#15
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Emperor
Local Time: 20:06
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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Quote:
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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.
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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).
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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May 24, 2002, 05:49
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#16
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Prince
Local Time: 11:06
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Newcastle, Australia
Posts: 834
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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?
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May 24, 2002, 13:40
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#17
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Warlord
Local Time: 01:06
Local Date: November 1, 2010
Join Date: Oct 2000
Location: of Isakistan Empire
Posts: 207
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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.
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May 24, 2002, 16:07
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#18
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Firaxis Games Programmer/Designer
Local Time: 21:06
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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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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