Customizing Sov - make incompatible traits

I have just tried a custom Sov/raze with Natural Leaders + Betrayer. The result is: having a lot of free heroes (all I could see).

And that even before getting the Tech for higher level heroes...

I think both traits should be incompatible: only one should be chosen.

 

In other game, I tried the negative trait that increased 50% the hero recruiting cost + Natural Leader.  A lvl 3 hero only took me 33 gildar...

So if chosing both 3, it is really a good bussiness for a hero-orientated game...

 

What do you think? Should SD make incompatibilities between traits?

Can you think in other incompatibilities?

5,200 views 6 replies
Reply #1 Top

Why would they be incompatible?  Seems like they should have strong synergy, and they do.  It shouldn't let you get level 4 or higher heroes without the tech, and I don't think it does.  As far as I can tell, it is working as designed.  

 

I don't understand why you would make this incompatible.  You are using one of two slots for your nation for betrayers and a point from your sov, that's a lot. They are a strong combination, don't get me wrong, but I don't see why they should be incompatible.  

Reply #2 Top

Ok, thanks for your point of view. I guess that was intended for a hero focusing

Reply #3 Top

I think once they balance out heroes and troops a bit, this won't be as great of a combination.  

Reply #4 Top


I also don't think you should make traits incompatible - they all cost points, and if you want to focus on hero recruiting and take 2 supporting traits (while losing out on, say magic specialization or income boosts) then you should be able to do so.

There will always be some traits that fit a certain playing style more than others, and trying to achieve the perfect balance usually results in perfect boredom - as with all RPGs or RPG-hybrids, you can choose to power-play (i.e. try to find the best combo for winning and max it out) or role-play (which is how I play - generate a sovereign that you enjoy playing with and try to win the game with their range of skills and limitations).

I would not expect a game to introduce artificial limits to avoid power-playing... those players who wish to power-play are free to do so, jeopardising their enjoyment of the game in order to win more easily...

Reply #5 Top

Yes, now I see that way allows that kind of customization.I chose them because a previous game did not find suitable heroes (only the first), with the plenty heroes option, so I tried the maximization for the recruiting traits. The results: I easily recruited 7 heroes (not counting the 5 and above levels, I found 5 more).

Anyway, there are not many traits to choose, so by now, maybe it is soon to introduce incompatibilities

 

Reply #6 Top

I've tried off and on running Natural Leader and Betrayers, together.  Yes, you do get a ruler focused on acquiring champions, but you also end up losing options for other possible traits.  It's not super powerful--in fact, it's pretty hamstrung, since you have to run up the magic tech tree to grab the various heroes techs--if you don't, the combo is ineffective--and that takes time from the main civ tech tree, which is easily the most powerful of the three.

 

But that aside, what's wrong with having combs that are extremely powerful?  Nothing at all.  All combos don't need to be exquisitely balanced, just as the game level and opponent levels don't need to be the same.  If someone wants to play a combo that gives them an edge over certain AIs, that's their business.  Want to play Tarth against several customizations of Proserpine on a small map, while minimizing magical power?  That's your choice.  The option to do so shouldn't be removed.