Previous Info Posts:
Heroes and other Great People
This is the heart of Éa, more important in subsequent mod development than the "emergent civ" mechanisms described previously. This system will start off modestly in phase 1 with only 5 classes analogous to the 5 GPs from base (Engineer, Merchant, Sage, Artist, Warrior) but will expand eventually to include 9 classes with about 30 subclasses. These include everything from Pirates to Prophets to Politicians to Paladins. The origin of this system
goes back to this post in April 2010 (hence my tentative release date in the OP, which will mark exactly 2 yrs of planning and implementation). Please don't interpret this as an attempt to make an RPG, which is not how these will play out. The idea is that a civilization's great people (past and present) provide a key defining flavor for a civ, as important as its buildings and wonders.
GPs do almost everything in Éa. They build wonders, establish trade routes, craft epics, lead armies, and become leaders of your civilization. Each has a name and unique 2D art (and by phase 3, experience, promotions and unique characteristics). There will be ~100 at release, probably expanding to >1000. The term "Great Person" is used in this mod to denote any significant individual (as opposed to multi-individual units like "infantry" or "workers") though in future development you will see great people that aren't really "people" in a strict sense. Although they are represented by units on the map, they are quite different than other units in many ways. For example, they can violate the 1-unit-per-tile rule and can even enter foreign cities. The sections below explain their general operation.
Phase 1 Implementation
The system and specific classes (and later subclasses) are going to role out in a kind of gradual way. Even in phase 1, you will see mechanisms that you might not have thought possible in Civ5 without dll (for example, a merchant "building" a trade mission
in a foreign capital). But much more will come over ongoing mod development. The following sections describe how it works and what you will see in the initial phase 1 alpha release.
How many? Empire size and specialists have no influence on number of great people. You do have some mild influence on this through policies and by crafting the National Epic, but not a lot. A few individuals appear when specific conditions occur (e.g., adopting some policies or "first kill" for Heldeofol). However, most great people will arise from (or offer to join) your civilization on a random basis throughout the game. The number of great people present in a civilization at any time typically will be around 3 - 5 on a standard map (losing one increases your chance of gaining another, but of course you lose the use of a GP for some time). You will not gain any GPs before your civilization takes a name, though some "naming events" give you a GP simultaneous with your civ's naming (e.g., Sophronia takes its name from the great stone mason Sophronisca, who emerges within the first civ of Man to discover Masonry).
What kind? The player can strongly influence class for randomly appearing great people. Some civs have a specific affinity for a certain class and are more likely to generate that class (see *'s in
Civs and Traits). The other two important determinants in phase 1 are experience points (XPs) and specialist points (SPs). All XPs gained by any means (even free xp from unit building bonuses) promote the appearance of Warriors. SPs are acquired by assigning specialists, and are tallied on an empire-wide basis (there are no great people bars in city screens). Note that specialists do not influence the number of significant individuals generated, only the type. Specialists, specialist yields, and the classes they promote are:
- smith (+4 production) -> Engineer
- trader (+4 gold) -> Merchant
- scribe (+4 science) -> Sage
- artisan (+4 culture) -> Artist
Players accumulate points toward each class which determines the relative probability of appearance for one class over another. The Great Person will offer his/her services to the empire, which the player can accept or decline. In either case, accumulated points toward that class disappear. (This allows marginal effects to accumulate and eventually generate a specific class if the player continues to refuse unwanted GPs.)
What do they do? Well...almost everything. Before we get to that, a few concepts need to be covered:
- Joining. Great People can "join" other units or cities, and this is necessary for some actions or effects. Warriors join specific military units to act as generals (conferring benefits to all nearby units). Engineers join workers allowing them to build Wonders and other Great Constructions on land tiles. Merchants join cities (domestic or foreign) to establish trade houses, trade routes and trade missions. GPs "disappear" from the map when joined, but don't worry about finding them: GPs have there own "selector arrows" in the Unit Panel UI that make this very easy. Joining is not necessary for all Great Works. For example, an Artist can craft an Epic while in a city or while wondering about the countryside.
- Cost. Many but not all Great Works (including Wonders) have an additional cost, usually production or gold. For production, this works by diverting up to ⅔ production from the nearest city, then ⅔ from the next nearest city, and so on until [total cost / turns to build] is taken. Gold is taken directly from the treasury. If the empire cannot support the cost required on a turn, then build time may be delayed (chance of no progress on a turn is proportional to the shortfall).
Additional notes:
- Everywhere you see "mod" below, substitute the number 10. This is a placeholder for a variable number that will be introduced in phase 2.
- Asterisk followed by a resource means that nearby (within 3 tiles) improved resource will reduce production cost by 20%.
Take Leadership
Any GP can take leadership if your civ has no current leader (this is an "action"), but they must be near the capital to do so. Leaders confer class-specific effects on your empire as a whole. To receive this effect, the Leader must stay near the capital (exceptions: a Warrior leader may leave the capital area but only if at war; an Engineer leader can be in another city if constructing a new palace).
- Engineer +mod% production in cities; -mod% production cost for all wonders and great constructions
- Merchant +mod% gold from all city sources, including yields and trade routes
- Sage +mod% science
- Artist +mod% culture
- Warrior new units have mod xp; mod% chance per turn per unit for 1xp gain; +mod% combat and ranged strength for all units.
Take residence in City
A GP can "take residence" in a city when they are not performing other actions. This is sort of the default thing to do if you don't have anything else to do at the moment (for example, you are waiting for a tech to enable a wonder). This action will confer a class-specific effect on that city identical to those shown above for Leader effect, but only for that city. Only one GP can have residence in a particular city at any one time, but the residence effect is cumulative with leader effects. The Leader himself/herself may take residence (in the capital, of course) if not performing other GP actions (the capital will then have 2x effect from that person).
Minor Actions
- Establish Trade Route (Merchant; 100g; 8 turns in a foreign city or city state) Automatically connects to largest available domestic city. Trade Route gold yield equals the smaller city's current size applied at both cities (stopped during war plus 10 turns). +1% for each 10 turns that the trade route is in place. Note that conquest of either city destroys the trade route, which must be re-established from scratch.
- Build Fort (Warrior joined to infantry; 8 turns)
- Train (Warrior joined to any military land unit) +1xp / turn for joined unit
Great Constructions
All take 25 turns and divert production cost from nearby cities (as described above).
- Foundry (Engineer with worker; 500p; Forge) +mod p on this tile.
- Fortress (Engineer with worker; 500p; Construction) +mod% defense/attack from this tile. Build on owned or unowned tile (the latter becomes owned). Note that this may have diplomatic consequences (possibly dire) depending on proximity to any foreign cities.
- Palace (Engineer in city; 300p; req: Architecture) +mod(current leader effect). Moves capital to this city. Can build once per civ.
- Academy (Sage in city; 200p; req: Logic) -mod/3% Knowledge Maintenance. Can build one per city.
- Festival (Artist with worker; 100p) +mod% c on this tile. (uses trade post graphic
)
- National Treasury (Merchant in city; 300 p) +(mod/2)% gold earned on treasury per turn applied at this city. Can build one per civ.
Wonders
All are unique and take 25 turns to build. Any GP currently building a wonder prevents all other GPs from starting it. Although these are "tile improvements", they generally apply effects in a nearby city (i.e., they don't need to be "worked"). Production cost is diverted from nearby cities as above.
--Note: I'm only listing a few of these now. Expect about 15 at initial release.
- Stânhencg (Engineer; 200 p; *stone) 4c; +mod%c in nearby city; free monument every city
- Megálos Fáros (Engineer with workers; 300p; Masonry, Sailing; *stone) 4c; +mod% gold from all trade routes in all cities. Built only on coastal land tile.
- Hanging Gardens (Engineer with workers; 300p; Irrigation) 8c; +mod% growth all cities
- Uuc-yabnal (Engineer with workers; 300p; Masonry, Slavery policy; *stone) 4c; +5 x mod% work rate for all slaves (these are a support-free version of workers).
- The Long Wall (Engineer with workers; 500p; Construction; *stone) 4c; mod x 10% chance that enemies loose one movement point each turn within your borders
- Clog Mór (Engineer with workers; Machinery) 4c; -mod% purchase cost all buildings
- Da Bao'en Si (Engineer with workers; Architecture; *marble) 8c; +mod happiness
- Great Library (Sage with workers; 300 p; Writing, Scholasticism policy) 4c; -mod% research maintenance.
- Kolossós (Artist with workers; 300 p; Bronze W.; *copper) 8c; +mod% str/rng for all military units (land and sea)
Epics
These take 25 turns, but there is no cost deducted from cities or empire. Epics don't exist in any particular city (an Artist can move around freely while "building" these). Once finished, they are permanently owned by the civilization as a whole.
--Note: there will be more of these at release.
- National Epic (Artist; req: Literature) Increases number of GPs at any time by about mod/20; one per civilization.
- Heroic Epics (Artist; Drama) +mod/3% str/ranged combat all land units; a civ can make one of these for every Warrior that has passed away (each is named after the hero).
- Song of Éa (Artist; Music) +mod% c all cities; unique (as a Wonder).
Other Great Works
All take 25 turns. Some have cost as described above.
- Trade Mission (Merchant in foreign capital; 300g) increase all trade route yields with this civilization by mod%
- Establish Trade House (Merchant in domestic city; 300 g) increase all trade route yields to this city by mod%
- Research (Sage in city with Academy) Up to mod x n research points toward any single tech, without deduction for research maintenance; n is your civ's average total research per turn over the 25 turns not counting research maintenance.
- Magnum Opus (Artist; Aesthetics) +mod c per turn. Each individual Artist can make exactly one of these.