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Traits #642

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GoogleCodeExporter opened this issue Mar 16, 2015 · 4 comments
Closed

Traits #642

GoogleCodeExporter opened this issue Mar 16, 2015 · 4 comments

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@GoogleCodeExporter
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Many 4X sandbox games feature so-called traits: the user can select a variety 
of bonuses or drawbacks (up to a total sum of points).

We could implement a similar feature, which may increase the replay value of 
the game for those who do not want to mess with the campaign editor to change 
the defaults.

- Traits could be adjusted from the Single player screen popup for the main 
player. 
- Traits could be individually assigned to each player of a skirmish game.

Original issue reported on code.google.com by akarn...@gmail.com on 18 Aug 2012 at 9:57

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Basic screen added, some example traits implemented.

Original comment by akarn...@gmail.com on 18 Aug 2012 at 3:17

  • Changed state: Started

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Fertile (+2): +50% population growth on all planet types
Infertile (-2): -50% population growth on all planet types

Bank masters (+3): +33% tax and trade income
Monetary analphabetism (-3): -33% tax and trade income

Turtle (+2): +15% hitpoints on space stations and ground defenses
Jellyfish (-2): -15% hitpoints on space stations and ground defenses

Weapon mastery (+3): +15% weapon damage
Rocks and sticks (-3): -15% weapon damage

Master scientists (+3): Research costs -33%
Slow comprehension (-3): Research costs +33%

Astronomers (+1): Show nearby planets

Master astronomy (+5): Show all planets in the galaxy. Have as many satellites 
ready as there are planets.

Fantastic negotiator (+1): +50% chance that you succeed in the negotiation
Undiplomatic (-1): +50% chance your partner will say no

Engineers (+2): Units regenerate shields twice as fast. Units repair themselves 
without the need of military spaceport, (although 5 times slower).

Combat engineers (+4): Units regenerate shields in combat, (but 5 times slower 
than normal).

Remote control (+2): Rockets and bombs are +50% more likely to hit a target 
with an ECM.

Master spying (+3): Spies gain experience twice as fast [IG2 DLC]

Secret service (+3): Your empire becomes practically unspyable, e.g., 90% of 
enemy spy activities will fail. The chances you gain a double agent is doubled. 
[IG2 DLC]

Attractive empire (+2): Revolting alien colonies are +75% more likely join your 
empire instead of others or the pirates. The morale threshold to leave your 
empire is reduced by 50%. Occupied enemy planets gain +5 morale.

Bunk bed (+2): Your civilization has long discovered that having a bunk bed 
increases the space utilization of their homes. Housing buildings gain +33% 
capacity.

Level 2 civilization (+5): You start with research available up to level 2 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Level 3 civilization (+8): You start with research available up to level 3 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Level 4 civilization (+11): You start with research available up to level 4 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Level 5 civilization (+14): You start with research available up to level 5 
tech. If Pre-hyperdrive is also selected, you'll still need to research 
hyperdrives.

Unique flagship (+6): You start with a Thorin flagship fully equipped with the 
best technologies. For non-human races, you start with 3 of the best battleship 
deployed and fully armed. However, equipment technologies are not made 
available.

Food for thought (+2): Your civilization eats healthy food, which translates to 
+33% more food/population coverage.

Happy nation (+3): Your civilization receives a +15 morale. Affects only 
planets where your race lives.

Scavengers (+3): You gain some money for each destroyed units, but only if you 
win the battle. 2.5% of the production cost of the destroyed unit, to be 
precise.

Guerilla nation (+2): If you lose a colony, their inhabitans will always fight 
the new owners, -10 morale.

I was attacked by one (+3): If you battle a race with superior technology, 
there is a 5% chance you get some nice tips for technologies they have but you 
not. The remaining research time of that technology is halved.

Original comment by akarn...@gmail.com on 18 Aug 2012 at 9:30

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Done up to combat engineers in 0.95.093

Original comment by akarn...@gmail.com on 25 Aug 2012 at 4:10

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Traits are currently in a stable settings. The remaining ones will be tracked 
in a separate issue.

Original comment by akarn...@gmail.com on 30 Jul 2014 at 11:21

  • Changed state: Fixed

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