I'd been away from Elemental for a while but something brought me back. I was wondering what has changed with regards to Champions and the way they function? A while back I had attempted to make a number of more interesting traits but ran into some roadblocks: Stardock removed the ability for Champions to produce resources while stationed in a city and I couldn't figure out how to implement trait or history bonuses based on a unit or character's attributes. Has either of this been fixed, addressed, or figured out?
Stationed Resources Production
This was used for making the Merchant Classes more useful and more sensible. By stationing your Merchant inside a city that city would produce more resources. This use to be achieved by this (first one produces 1 gold anywhere and second one produces 1 gold in a city)...
<GameModifier>
<ModType>Unit</ModType>
<Attribute>ProduceResource</Attribute>
<StrVal>Gold</StrVal>
<Value>1.0</Value>
</GameModifier>
or...
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Gold</Attribute>
<Value>1.0</Value>
<PerTurn>1</PerTurn>
</GameModifier>
Trait Based Bonuses
Trait based bonuses, for me, would be a huge jump for RPG elements in Elemental. Imagine that your Warrior's bonuses isn't static but is slowly boosted by his strength and constitution or your Merchant's gold income is based on his charisma and intelligence. It'd certainly need to be balanced but the hard part is implementing the code. Back when I tried it the <Calculate> code didn't work for things like traits or histories or passive bonuses, only for things like spells and attacks. Has anything changed?
Example
<GameModifier InternalName = "Value1">
<Target>Unit</Target>
<ModType>Resource</ModType>
<Attribute>Gold</Attribute>
<Calculate InternalName = "Value" ValueOwner="Unit">
<Expression><![CDATA[[UnitStat_Intelligence]+[UnitStat_Charisma]]]></Expression>
</Calculate>
<PerTurn>1</PerTurn>
</GameModifier>
Anyways, I'm just wondering if anything has happened with respect to either of these fields of modding.