FWIW, and not much really - there is a certain group of players here who are uninterested in KrillMOD because it changes so much. The scope and breadth of those changes are daunting to learn and because there are so many changes, its much easier to find several that you find highly objectionable. For those players, a mod that only attempts to hit fewer targets like SevenMOD is more appealing. (Full disclosure - I'm one of those players.)
I also think it is absurd that people are bothered by changing Aggressive to Agricultural on some sort of a thematic basis but have no problem with Barracks providing culture, for example.
Anyway, I don't really have a thought on the traits themselves because I haven't played with them or lurked a game where they came into play and I find that the theorycrafting is much harder because the traits themselves are unlike anything else in the game. On a generic basis, I agree with Bacchus that traits that modify tiles are much harder to balance than ones that act on a city or empire-wide basis, simply because its much harder to get an accurate read on how much they'll impact the game. Almost everyone agrees base FIN is overpowered and almost everyone agrees that Food > Hammers > Commerce in terms of yield value so balancing to that is something that has to be done finely. That said, the traits assuredly sound a lot more fun than free Combat 1/CG1 so I'm willing to take a wait and see approach.
Its worth noting that KrillMOD has had a lot more iterations of playtesting and only after the last couple games where Krill has felt like its close to finished. So I think there's probably a lot of value in letting PB20 get further along before throwing out the baby with the bathwater on the revised traits. That said, I'm not lurking the game so maybe these questions have already been answered.
I also think it is absurd that people are bothered by changing Aggressive to Agricultural on some sort of a thematic basis but have no problem with Barracks providing culture, for example.
Anyway, I don't really have a thought on the traits themselves because I haven't played with them or lurked a game where they came into play and I find that the theorycrafting is much harder because the traits themselves are unlike anything else in the game. On a generic basis, I agree with Bacchus that traits that modify tiles are much harder to balance than ones that act on a city or empire-wide basis, simply because its much harder to get an accurate read on how much they'll impact the game. Almost everyone agrees base FIN is overpowered and almost everyone agrees that Food > Hammers > Commerce in terms of yield value so balancing to that is something that has to be done finely. That said, the traits assuredly sound a lot more fun than free Combat 1/CG1 so I'm willing to take a wait and see approach.
Its worth noting that KrillMOD has had a lot more iterations of playtesting and only after the last couple games where Krill has felt like its close to finished. So I think there's probably a lot of value in letting PB20 get further along before throwing out the baby with the bathwater on the revised traits. That said, I'm not lurking the game so maybe these questions have already been answered.
I've got some dirt on my shoulder, can you brush it off for me?