The Personality Trait Mod is a simple modification that adds new racial traits based on the AI personality traits.
Each personality trait costs 0 points, so you're free to copy your AI personality settings identically.
Personality traits have both benefits and drawbacks that more or less even out (I'm open to balance suggestions). In general, the benefits in the appropriate area will tend to be slightly more powerful than the total downsides. This might change in the future.
Updated: current version is 1.1.
Download: https://dl.dropboxusercontent.com/u/71512473/PersonalityTraitMod%201.1.zip
1.1 Changes:
-Added in-depth descriptions to all of the traits to give a better understanding of where bonuses and drawbacks are coming from.
-Changed many of the effects, removed the abundance of negative diplomacy penalties. (You now only take diplo hits from being aggressive, cruel, or expansionist)
A note to other modders wanting to include this in their own creations (Which is totally cool and encouraged, but please read):
If you made a custom faction or mod with this mod and want to release them for others to download, feel free to include this mod folder in the download.BUT BE SURE TO DO IT THIS WAY:Do NOT merge the PersonalityTraidMod folder with yours. Include it as a separate mod folder, that way there's little risk for conflicting versions on people's computers. (If multiple mods use this, problems will be caused if there are multiple instances of this stuck inside of various mod folders)So:YourMod.zip>Your Mod Folder>PersonalityTraitMod folderAnd then tell people to copy both of those into their mod folder.
This is a stupendous idea!
I like it. Good concept.
[EDIT] Some feedback:
Thanks for the feedback
In my eyes, politically, cultures that are expansionist or greedy would probably suffer a small hit in diplomacy. If you're trying to rapidly expand your borders, it's probably going to generate friction with other races. Likewise, if you're greedy, the general self-serving material greed coming from your population would probably cause some friction with other races. I think the best analogue to that would be the Ferengi from Star Trek. If you've got any suggestions on what penalties might better suit these traits, I'm definitely open to ideas.
Opportunistic? My thoughts there were that a race that is known to quickly jump on advantageous situations (in my experience with AIs that use this setting, it really just means they declare war on you if they know they can easily win) would be treated with some degree of distrust by other races, thus the diplo penalty. I can see this one as debatable though, but I'm basing it off of how the AI plays with the opportunistic personality (like a scumbag).
I don't really see any of these negative diplo modifiers as too harsh, though--it's so easy to build up a good diplomacy score through the tech tree, or though building embassies on your planets.
In regards to expansionist, thinking it over a bit more, yeah, I think the -1 to morale might be a bit nasty early game, as you say, they'll have the large empire penalty to deal with later on. I'll take that out and replace it with something more fitting when I create the next version.
Admittedly, yes, a lot of the penalties I feel could be a bit better. Going through the list again, the main ones I'm not perfectly content with are:
-Cultural +10% influence +1 morale -10% soldiering (From the thought "hey these people are nice and want to spread their ways and don't want to kill people", but then maybe their culture is centered on killing people...)
-Expansionist +10% influence +10% social production +10% growth -1 diplomacy -1 morale (Like I said above, not too friendly early-game with the large empire penalty)
-Trader +10% wealth +15% trade route income -10% research (From the idea "hey they're spending all their time trading and building and not researching", but tech can be something very profitable too. Open to suggestions here)
-Greedy +15% wealth +5% trade
+10% tourism -1 diplomacy -5% research (I'm still okay with the diplo penalty, but the -5%s on research and production I feel could have something better. I'm open to suggestions.) -5% military
-Spiritual +1 morale +10% growth -5% social (Again, I don't think the small production nerfs really fits too well. Maybe a reduction in trade and tourism, from the idea that they wouldn't want to trade heavily with opposing ideologies, and opposing ideologies wouldn't want to visit because of that underlying hostility?) -5% military
Still though, I definitely want to keep penalties on these. Despite the nature of the mod, a huge line of free bonuses is sort of cheap gameplay-wise, and I feel that the personality of a civilization should both have positives and downsides. It might take a bit longer to get everything fleshed out with both positives and negatives, but that's fine by me
I'd seriously love to get everyone else's feedback though. If you don't want to download the mod to see the stats on these, here's the list:
-Aggressive +10% military production +15% social production -5% influence -1 diplomacy-Xenophobic +25% social production +25% resistance
-20% range -10% influence -1 diplomacy-Cruel +5% hitpoints +20% soldiering
-1 diplomacy -10% growth-Cultural +10% influence +1 morale -10% soldiering-Opportunistic +10% wealth +10% military -1 diplomacy-Expansionist +10% influence +10% social production +10% growth -1 diplomacy -1 morale-Trader +10% wealth +15% trade route income -10% research-Greedy +15% wealth +5% trade
+10% tourism -1 diplomacy -5% research -5% military-Spiritual +1 morale +10% growth -5% social -5% military-Diplomatic +2 diplomacy +10% influence -10% military -5% social-Scientific +20% research -5% social -5% military-Peaceful +1 diplomacy +1 morale +10% social -10% hp -10% soldiering
Wondering if you have added any extra Personality Traits? Since even if you add them in an XML, the Schema complains that some are unknown to it.
Updated. You can see some of the changes on the new pics in the first post.
Nope, this mod just uses the default ones.
Psiyon, this is a great expansion. Thank you for your effort. may I ask a question? Please don't take this as criticism, merely an observation. You only give "Soldier" bonuses to cruel/evil tenancies. Would you consider a "Warrior" type choice? I'm not really sure where you might place it...maybe +.1 Soldier on Opportunistic? I realize it's not the best example, but my thoughts keep coming back to an honorable, warrior race. Can't bring myself to chose "Cruel" for, say... the Jedi, or even the Arceans. What do you think? Thanks for all your effort.
Yeah, I like to get more into-depth diversification with your mod. Following and probably will include it with my Alliance-Union faction mod in the future.
Wouldn't it be sufficient to just use custom factions to get the benefits of your mod?
BTW, you wrote about some informations InGame, but I can't see them...so your mod is probably not compatible toward 1.10 ?
How about a tribute to Mike Judge:
Idiocracy:
Science -30% (clever -2)
Morale +2 (content +2)
Food -30% (farmers -2)
manufacturing -30% (productive -2)
diplomacy +2 (likeable +2)
growth +20% (fertile +2)
Description:
As the 21st century began, human evolution was at a turning point. Natural selection, the process by which the strongest, the smartest, the fastest, reproduced in greater numbers than the rest, a process which had once favored the noblest traits of man, now began to favor different traits. As time went on, things seemed to be heading in the opposite direction. A dumbing down. How did this happen? Evolution does not necessarily reward intelligence. With no natural predators to thin the herd, it began to simply reward those who reproduced the most, and left the intelligent to become an endangered species.
Well, the thing about this is that I'm just going off the vanilla personality traits that the AI actually utilizes. I could add in more traits, but of course, the AI wouldn't have its play style altered at all from it. At that point, I feel like the vanilla traits fill the void just fine. Why not just choose the "brutal" trait for them for the increased soldiering?
If you want it's easy enough to modify the XML for these traits, so you could go in on your own and add the +0.1 soldiering to opportunistic or another one of your choice.
Sure, go right ahead
In regard to 1.1 compatibility, I don't see why it wouldn't be... unless they changed the format of something. It works fine with 1.03 though. When 1.1 is properly released I'll update the mod to it if it's broken.
LOL.
If I ever decide to expand these traits beyond the vanilla ones, this will be the first on my list.
Psiyon, I would love to...but I have absolutely no idea how, lol.
Sure, go right ahead In regard to 1.1 compatibility, I don't see why it wouldn't be... unless they changed the format of something. It works fine with 1.03 though. When 1.1 is properly released I'll update the mod to it if it's broken.
Yeah, thx. As for 1.10, I did copy and rework of a former custom faction...but can't see any of the described popups...so I guess it isn't working. But I also used Planetary Diversity and Planet Trait in combination...so I have to test it alone to make sure.
The aim is to get some 'methane' homeworlds into place so my methane breathing factions could make use. Your personal trait seems a very good way toward this goal. I'm thinking about a methane trait for unique factions combined with methane worlds colonizable with it. Just an idea right now...but very promising.
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