
Zitat von
Doc Tsiolkovski
Traits:
DyP and even more RaR wants to make the traits feel even more different, especially in the early game. And, some traits (especially AGR) are a bit unbalanced in the unmodded game.
For that reason, most traits offer right from the start a ‘Trait-specific Unit’ (TSU) or ‘Trait-Specific Improvement’ (TSI), to either help them, or, in case of AGR, weaken them a bit:
SCI:
Wiseman TSI, a 20sp scientific city improvement (no culture, though). Considering the amount of scientific buildings, the impacts of Wisemen in the late game isn’t that big, but a single Wiseman in your capital drastically redouces the research time for the first techs.
COM:
Counselor TSI, additional Courthouse. Again, the impact on the late game is limited, but for the first Governments with their horrible corruption, those things rule.
MIL:
Champions (2.1.1) instead of Warriors. On Monarch and below, MIL Civs are often able to overrun a neighbour in the very first turns. ‘Always War’ Games are quite fun as well…
And, since Barracks aren’t available before late Ancient, the more frequent promotions really help.
EXP:
Rangers (0.1.2 ‘All Terrain as Grassland') instead of Scouts. Combined with the proposed Young Worlds, contacts and exploration are a lot easier for EXP Civs. The defence value may sound meagre, but since Rangers tend to retreat when attacked, their survivability against Barbarians is pretty high.
Also, EXP Civs start with Domestication (Horses!), for me the best starting tech at all.
SEA:
Curraghs are only available to SEA Civs. No other ship before Longboats (except for the Polynesian UU) can even enter Ocean tiles…
IND:
Serfs (instead of Workers), cost no upkeep. Not only do you need less workforce, they even don’t cost you any gpt.
REL:
Nothing. Considering you simply must revolt at least two times, and you have a selection of 13 different Governments, REL Civs really need no help.
AGR:
Cultivators/ Hardy Cultivators instead of Clans, cost 1 population point more. Because of the way the tile penalty works, AGR cities grow insanely faster under Chiefdom than those of non-AGR Civs. An AGR city without any food bonus grows form size one to size two in 10 turns (20 turns for other Civs). Adjacent to fresh water, it’ll grow in 7 turns!
While this at first looked like a huge balance problem, the Cultivators in fact made AGR much more realistic: You will have settlements that are a lot larger with all the benefits in no time; expansion, however, isn’t that much faster. Note also the smaller AGR bonus (+1 Food from irrigated Desert) has a weaker effect in RaR, since citizens consume more food, and many other tiles yield more fpt.