Brad has stated in a number of threads now that they'd like to implement city traits which the player can choose when the city levels up.
For example: We’re looking at having it be a bigger deal when a City Levels up and giving them points (almost like a character) to put into traits like food production, research production, etc.
I'd like to propose extending this even further. In addition to having city traits that the player can apply when the city levels up, have city traits which can arise outside of the player's direct control. These would be in response to the environment and history of the city, and could be positive, negative or a mix of the two. They wouldn't be automatic, but rather would have a percentage chance of 'firing' when the conditions are met. A few examples:
- Trait: Defiant
- Trigger: The city successfully withstood a very long siege.
- Notes: With the city now famous for having withstood an epic siege, the citizens don't want to tarnish their city's reputation by giving in to future sieges. Troops stationed in the city get morale bonuses, and the citizens will consume less food during a siege.
- Trait: Hardy
- Trigger: Can only affect small towns which have a focus on farming, mills, etc.
- Notes: The townsfolk are a rugged bunch, having a long tradition of working the land. Units recruited from the town have higher hit points. If the town ever grows beyond the required maximum size, it loses the trait (the people have turned into soft city folk). The fact that it's only available to small towns also means that the player can never recruit large numbers of units quickly. It will be a specialty source of units only.
- Trait: Devoted
- Trigger: The sovereign took part personally in defending the city against a large determined attack.
- Notes: The sovereign stood with the citizens in defense of their city, putting his/her own life at risk as they did. Could result in various bonuses for the city (increased morale for all defending units, increased monetary income).
- Trait: Disaffected
- Trigger: The city fell to foreign forces due to little or no defensive units (but was eventually retaken).
- Notes: Clearly the sovereign doesn't care about the people of this city, and now the feeling is mutual. Greatly increased cost for recruiting units in this city, reduced monetary income, reduced output, etc.
- Trait: Mercantilists
- Trigger: The city has a large income, and is at the crossroads of more than X caravan routes.
- Notes: The people have developed into accomplished traders and merchants. Increased monetary income, but also increased cost of recruiting units.
- Trait: Gluttonous
- Trigger: The city has a large income, and is at the crossroads of more than X caravan routes.
- Notes: Triggered by the same conditions as Mercantilists above (and the two aren't mutually exclusive), the merchants in this city have grown accustomed to the better things in life. Increased food consumption by the city, perhaps accompanied by increased prestige (after all, who wouldn't want to move to a place like that?!). Perhaps also increased monetary income (taxes on luxuries and vices are always a great source of money).
- Trait: Seafarers
- Trigger: The town (again, can't be a large city, as cities are more diluted in their focus) has a harbour and has trained a number of naval units.
- Notes: Naval units recruited here are of higher quality (more moves, better combat ratings, etc.). If the town grows to a city, it loses this trait.
- Trait: Pacifist
- Trigger: Few units have ever been recruited here, few or none have ever been stationed here, and the settlement has never been attacked.
- Notes: The citizens see no need for a military. As long as the city continues to be ungarrisoned, it will have higher than normal output. If units are stationed there, it will have lower than normal output.
- Trait: Independent
- Trigger: The city has changed hands a number of times.
- Notes: The citizens no longer feel like a part of any particular kingdom/empire. Increase recruitment costs, decreased monetary income. However, they've become more open-minded to other cultures and ideas. Increased research.
- Trait: Militant
- Trigger: The city has changed hands a number of times.
- Notes: Unlike citizens who have become "Independent" under the same circumstances, these citizens still feel a part of their empire, and now they support a powerful military to prevent future attacks. Increased unit quality, decreased unit cost. Significantly decreased output from all non-military improvements (prestige buildings, etc.). Decreased monetary/production output if the city isn't well garrisoned.
- Trait: Magiphobic
- Trigger: The city has suffered from repeated offensive spells from enemy Sovereigns.
- Notes: Having suffered greatly in the battle between channelers, the citizens have grown to view magic as a blight upon the world. All spell research in the city is greatly reduced, perhaps accompanied by bonuses to producing mundane units.
- Trait: Magiphilic
- Trigger: The city has long benefited from beneficial spells, and never suffered from offensive ones.
- Notes: The citizens view magic as a great boon, and will happily support local efforts to further it. Spell research in the city receives bonuses.
There could of course also be ones that are completely random and unrelated to actual game events (i.e. just a result of a conventional random event system).