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Savior59

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Hey Y'all!

So basically, I wanted to shed some light on some traits that I think would be a great addition to the game. Some of these traits that I am presenting came from mods, while others are my own ideas!
NOTE: These traits are suggested as concepts, therefore the numbers may not be fine-tuned in terms of balance.

Here are the traits:
Bellicose: Members of this species believe that honor is best earned through combat.
*Costs 1 Trait Point*
-War Happiness +5%
-Army Recruitment Time -33%

Ambitious: These people look for any opportunity possible to lead others.
*Costs 1 Trait point*
-Leader Recruitment Cost -25%

Unambitious: These people are shy, and avoid being seen as a figure.
*Costs -1 Trait Point*
-Leader Recruitment Cost +25%

Spirited: Members of this species relish the idea of breaking new barriers, seeing new sights, and calling undiscovered places their home.
*Costs 1 Trait Point*
-Colony Development Speed +30%
-Migration Happiness +5% (Lasts 10 years, also applies on colony ship development).

Lethargic: Members of this species do not expend a lot of energy in their day-to-day activities, requiring less food in order to survive.
*Costs 2 Trait Points*
-Food Consumption -15%

Gluttonous: These people often over eat and prefer to have an excessive amount of food.
*Costs -1 Trait Points*
-Food Consumption +15%
 
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BrokenSky

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What about mixed good-bad traits, like maybe lethargic gives less food consumption but also less mineral gain? (and costs one point, rather than 2, with numbers balanced to make that work) for example.
 
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Dec 10, 2016
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Hey Y'all!

So basically, I wanted to shed some light on some traits that I think would be a great addition to the game. Some of these traits that I am presenting came from mods, while others are my own ideas!
NOTE: These traits are suggested as concepts, therefore the numbers may not be fine-tuned in terms of balance.

Here are the traits:
Bellicose: Members of this species believe that honor is best earned through combat.
*Costs 1 Trait Point*
-War Happiness +5%
-Army Recruitment Time -33%

Ambitious: These people look for any opportunity possible to lead others.
*Costs 1 Trait point*
-Leader Recruitment Cost -25%

Unambitious: These people are shy, and avoid being seen as a figure.
*Costs -1 Trait Point*
-Leader Recruitment Cost +25%

Spirited: Members of this species relish the idea of breaking new barriers, seeing new sights, and calling undiscovered places their home.
*Costs 1 Trait Point*
-Colony Development Speed +30%
-Migration Happiness +5% (Lasts 10 years, also applies on colony ship development).

Lethargic: Members of this species do not expend a lot of energy in their day-to-day activities, requiring less food in order to survive.
*Costs 2 Trait Points*
-Food Consumption -15%

Gluttonous: These people often over eat and prefer to have an excessive amount of food.
*Costs -1 Trait Points*
-Food Consumption +15%



1 is too overpowered and cheap

5 is too weak and expensive

Number 4 is ripped off of the Traditions tree. I am not sure if you read the Russian translation, but the Expansion Traditions basically do this.
 

Savior59

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1 is too overpowered and cheap

5 is too weak and expensive

Number 4 is ripped off of the Traditions tree. I am not sure if you read the Russian translation, but the Expansion Traditions basically do this.

Well I did say that the numbers weren't finely tuned for balance! Also, I have not read the Russian translation, I had no idea they were adding migration happiness!
 

NHunter_rus

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What about mixed good-bad traits, like maybe lethargic gives less food consumption but also less mineral gain? (and costs one point, rather than 2, with numbers balanced to make that work) for example.

From AplhaMod
Code:
trait_high_metabolism = {
    cost = -1
    opposites = { "trait_slow_metabolism" }
    
    modifier = {
        pop_food_req_mult = 0.2
        tile_resource_energy_mult = 0.05
        tile_resource_minerals_mult = 0.05
    }
}

trait_slow_metabolism = {
    cost = -1
    opposites = { "trait_high_metabolism" }
    
    modifier = {
        pop_food_req_mult = -0.2
        tile_resource_minerals_mult = -0.05
        tile_resource_energy_mult = -0.05
    }
}

In other words: fast metabolism species eat 20% more food but produce 5% more energy and minerals; slow metabolism species are their opposite.

And I will agree that the army trait the OP suggests is a bit too powerful. It need to either have its cost bumped or have some minor negative effect added to it.