Interesting Leader Traits

I just started a new game and a leader with interesting traits was available.  The first screen snapshot shows the text for the second trait icon and the second screen snapshot shows the text for the third trait icon.  Why would you create a leader with 2 Growth traits?  I believe you should modify the code to ensure that no leader has more than one icon for the same leader function.

 

8,022 views 5 replies
Reply #1 Top

Traits are random so odds are this type of combo will happen just make him Gov of a growth penalized percussor world so the penalty is almost negated, though I hope it is +30% then - 50% rather than the reverse.

Reply #2 Top

Nothing wrong with this. Looks like a good governor. A real person may have multiple positive traits concerning a single discipline or subject.

Reply #3 Top

It seems to me that, if a leader is going to have an impact on growth, there should be one number stating that impact.  I find it hard to understand how you can justify having 2 numbers affecting growth.  What about 3? 4? 5?

I understand that the game is probably assigning traits randomly, but it should not be too difficult to not select more than one from any single category.  For example, it is not difficult to write code to randomly select some number of cards from a deck without duplicating any of the cards.

Reply #4 Top

I disagree. You ever play Rome Total War? A general may have dozens of traits some effecting the same stats listed on their profile and they are fun to look at and add depth as they acquire more depending how they are played. GalCiv is no where near as complex with Leaders having only a couple traits upon recruitment. I dont find it difficult for a player to add 10 + 20 when reading two of three traits positively affecting growth. However, I didn't learn common core curriculum in school so I cant speak for the younger generation.

Reply #5 Top

I think the only thing that makes this complicated is that it might be unknown how the math will work on it. Will the 10% only apply to the base or will it apply before or after the 20% is added into the equation. I'm not saying that it's bad to have multiples of the same trait type, only that it may be confusing for players on how it's calculated. Even more so if for some reason one was a positive and one was a negative trait.