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Rapporter et problem med oversettelse
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