Traits and Status Effects

Hello, This is a suggestion that I’ll would like to bring to mind. There could be a system where civilizations have different traits - and these effect the properties of them and change speeds and values of them.

Here are some examples.

Examples

Intelligent - 10% Boosts to R&D
Unintelligent - 10% Nerf to R&D
Great Fighters - 10% Boosted Damage
Terrible Fighters - 10% Nerfed Damage
Super Builders - 10% Boosted Building Quality and Speed
Bad Builders - 10% Nerfed Building Quality and Speed

Status Effects might be these examples

Examples

Poisioned - 1% Damage Taken per second
Bleeding - 2.5% Damage Taken per second
Fatally Wounded - 5% Damage Taken per second

I want feedback from developers for my idea.

I’m not a dev or anything, but the traits seem to just be stats. I’m sure that some traits could work perfectly well, but those examples are just stats, spicificly R&D speed, average damage per combatant, and construction efficiency. I like the status effects though.

I have a feeling that a very similar suggestion was made in another thread. I’m too lazy to look for that thread now, but I think that suggestion was a bit more in-depth in terms of thinking about how the species traits come about.

I’ll try to find and read the thread.

sorry for my english)

submissive/rebellious:
submissive species are not inclined to change anything in their lives; if they fall into slavery, they will practically not rebel; keeping such species in slavery is effective even at the cosmic stage.
rebellious species are very difficult to exploit; they will very often raise uprisings and sabotages, they cannot be taken into slavery, and other forms of exploitation will be much less effective.

loners/collectivists:
loners prefer to live alone and do not like large crowds, solitary species are prone to individualism, extremely solitary species may not even form a society.
Collectivists live in huge flocks and families, they are ready to help everyone in the team and are even ready to die to protect the team.

aggressive/friendly:
aggressive species are prone to aggression towards those who are not their allies; they also advocate the most forceful solutions to problems (in conjunction with collectivity, the result is a xenophobic species).
friendly species are prone to non-forceful methods of achieving goals; they are friendly and not aggressive.

Any questions?

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There also should be in-betweens in those categories. Not all species are either hyperaggresive or hyperfriendly afterall.

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