Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
On Sorcery vs Wizardry, I think these traits should have more to do with leaders and less to do with raw outputs
Sorcery is about quick and easy access to power, Wizardry is about a long time taken to master something
I think both these should be 1 or 2pt traits
Sorcerers should have -1 leader level, but +50% xp gain for 1pt, or -2 leader level but +100% xp gain for 2pts, this means sorcerers very quickly become quite powerful (lvl 3-4 by default) but its hard to push them to their limits (max lvl 3 before techs/traits/traditions)
Wizards should have +2 leader level, but -25% xp gain for 1pt, or just +2 leader lvl for 2pts, this means wizards take a long time, but can become very powerful leaders
This could be expanded upon further by having these 2 species traits granting a leader trait that powers up with level (the trait would do the same thing for both) this 'Magician' trait, would give different bonuses
On rulers it could be -2% edict cost and +2% edict duration per level
On governors it could be +2% job outputs per level
On Scientists it could be +1% research speed +1% anomaly discovery chance and +2% survey speed per level
On admirals +1% fire rate and +2% shield strength per level
On generals it could be +1% army damage and +2% army disengage per level
This should increase the cost of the trait by 1pt