# Traits and Status Effects

**URL:** <https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981>\
**Category:** Industrial Stage\
**Created:** [November 13, 2021, 10:41pm UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981 "2021-11-13T22:41:42Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![OrangeFlame](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/orangeflame/32/7081_2.png) [@OrangeFlame](https://community.revolutionarygamesstudio.com/u/OrangeFlame)\
**Post date:** [November 13, 2021, 10:41pm UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981/1 "2021-11-13T22:41:42Z")

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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.

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**Author:** ![Deathwake](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/deathwake/32/12307_2.png) [@Deathwake](https://community.revolutionarygamesstudio.com/u/Deathwake)\
**Post date:** [November 14, 2021, 4:20am UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981/2 "2021-11-14T04:20:43Z")

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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.

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**Author:** ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [November 14, 2021, 8:33am UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981/3 "2021-11-14T08:33:02Z")

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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.

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**Author:** ![OrangeFlame](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/orangeflame/32/7081_2.png) [@OrangeFlame](https://community.revolutionarygamesstudio.com/u/OrangeFlame)\
**Post date:** [November 14, 2021, 3:13pm UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981/4 "2021-11-14T15:13:04Z")

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I’ll try to find and read the thread.

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**Author:** ![domin2ktr](https://thrivecommunity-cdn.b-cdn.net/letter_avatar_proxy/v4/letter/d/a8b319/32.png) [@domin2ktr](https://community.revolutionarygamesstudio.com/u/domin2ktr)\
**Post date:** [May 30, 2024, 7:52am UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981/5 "2024-05-30T07:52:17Z")

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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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**Author:** ![aah31415](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/aah31415/32/16247_2.png) [@aah31415](https://community.revolutionarygamesstudio.com/u/aah31415)\
**Post date:** [May 30, 2024, 10:50am UTC](https://community.revolutionarygamesstudio.com/t/traits-and-status-effects/3981/6 "2024-05-30T10:50:19Z")

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