Regicide feature ala "Play the world"

TheLopez

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I was wondering if anyone was interested in seeing a mod comp that implements the "Regicide" feature from "Play the World" expansion pack.

Regicide feature description from http://www.civfanatics.com/civ3/infocenter/#ptw
Regicide is a bit like chess. Your ruler is represented as a unit on the map. The objective is to capture the other king, thereby eliminating that player from the game. The leader is movable on the map and each leader will have separate artwork..

Basically there would be more features such as:
- Capture leader to ransom back to home civ OR kill the leader
- Killed leaders cities could:
[TAB]- go barbarian
[TAB]- join the civ that killed their leader
[TAB]- join the civ that is most influential to them

I am willing to code it up if someone is willing to create the leader models and skins.

Any takers, comments?
 
Any other feature ideas that you would like to see in it?
 
Yea, I was thinking about having this in a mod, although it would have been much more simple (check if the unit that got destroyed was the "king," and if so then kill the civilization).

I know you'll live up to your reputation and come up with a very advanced system with more options and an ini configuration allowing for us to change the choices. I'de like to see it :D

But, I would like (at least the option) of instead of the whole civ being destroyed when its leader is captured/killed, allow another leader to take its place. For example, if a leader is captured/assassinated you can "cause unrest in the land" by a few turns of anarchy, and then have another leader come up to take its place. These leaders can be nation-specific, or they can be both nation-specific and random.

It would also be good if different leaders give certain benefits: one nation's leader allows for creation of a certain unit, or gives a commerce/research/production bonus, while another leader allows for another unit and is a great military strategist so all units get +10% strength. Plus some leaders could also work like one of your amped great generals and (at the risk of being captured and killed) provide a large bonus to the troops within an x-square radius of him. Many leaders, especially during the middle ages and ancient eras, fought with their army, leading them to victory.
 
Shqype said:
Yea, I was thinking about having this in a mod, although it would have been much more simple (check if the unit that got destroyed was the "king," and if so then kill the civilization).

I know you'll live up to your reputation and come up with a very advanced system with more options and an ini configuration allowing for us to change the choices. I'de like to see it :D
I hope I can live up to my "reputation" with this mod too.

Shqype said:
But, I would like (at least the option) of instead of the whole civ being destroyed when its leader is captured/killed, allow another leader to take its place. For example, if a leader is captured/assassinated you can "cause unrest in the land" by a few turns of anarchy, and then have another leader come up to take its place. These leaders can be nation-specific, or they can be both nation-specific and random.

It would also be good if different leaders give certain benefits: one nation's leader allows for creation of a certain unit, or gives a commerce/research/production bonus, while another leader allows for another unit and is a great military strategist so all units get +10% strength. Plus some leaders could also work like one of your amped great generals and (at the risk of being captured and killed) provide a large bonus to the troops within an x-square radius of him. Many leaders, especially during the middle ages and ancient eras, fought with their army, leading them to victory.
As far as I know currently we cannot change civ leader names and traits. This might change when the SDK comes out ... maybe, Kael any ideas?

If the SDK does allow for leader and trait changes then it will be at the top of my enhancements for the next version of the mod.

Thanks for the suggestion Shqype.
 
I was working on something sort of simliar. I was going to make a leader type for each different government. A monarch would have a king unit, universal sufferage a president unit, etc. The units would then give different bonuses for each type as long as they're alive but the empire would suffer some negatives if they died. Nothing drastic like regicide in civ3 though.

I put the idea on halt because i couldnt really see a way to make sure the AI wouldnt use theirs really stupid-like. How are you planning on this for the AI?
 
naf4ever said:
I was working on something sort of simliar. I was going to make a leader type for each different government. A monarch would have a king unit, universal sufferage a president unit, etc. The units would then give different bonuses for each type as long as they're alive but the empire would suffer some negatives if they died. Nothing drastic like regicide in civ3 though.

I put the idea on halt because i couldnt really see a way to make sure the AI wouldnt use theirs really stupid-like. How are you planning on this for the AI?
Naf, I wasn't planning on doing leaders for the different governments, I was going to do leaders per civ, government independant.

Though, what you are proposing could be another good mod component.
 
TheLopez said:
Naf, I wasn't planning on doing leaders for the different governments, I was going to do leaders per civ, government independant.

Though, what you are proposing could be another good mod component.

Ya i know. I was just mentioning what I was trying before. But i mean dont you still have the same problem of getting the AI to not do something foolish with its leader unit and get wiped out real fast? I was wondering how you were going about this.
 
naf4ever said:
Ya i know. I was just mentioning what I was trying before. But i mean dont you still have the same problem of getting the AI to not do something foolish with its leader unit and get wiped out real fast? I was wondering how you were going abotu this.

Yep, that's why I am going to need to think about how to work out this issue. It will probably have to be a combination between the worker AI and great general AI.
 
The Lopez, this idea sounds great, I have a suggestion.

How about if you capture the King :king: all his civ becomes yours, basicaly they surrender to you. :cool:

What say ye on this?

Regards and keep up your fantastic work.

Riker 13 :crazyeye:
 
Hmmm... that is an interesting idea.
 
I am glad you like that idea "Thelopez" :) , are you still working on this mod?

Regards

Riker13 :crazyeye:
 
Riker13 said:
I am glad you like that idea "Thelopez" :) , are you still working on this mod?

Regards

Riker13 :crazyeye:

Yep, in fact I have been thinking of more features for the mod and even a name for it: Dynasties Mod

The current set of features I have are:
- Regicide
[TAB]- Capture leader to ransom back to home civ OR kill the leader
[TAB]- Killed leaders cities could:
[TAB][TAB]- go barbarian
[TAB][TAB]- join the civ that killed their leader
[TAB][TAB]- join the civ that is most influential to them
[TAB]- One option would force a civilization to go into anarchy until a new leader is selected or a noble exists to take control of the empire
- Royal Bloodlines
[TAB]- Each city with a palace generates royal bloodline points, sort of like great person points. After a threshold is reached a royal is born, randomly male or female. Players can use these units to:
[TAB]- marry other royals from other civs to improve relations between civilizations
[TAB]- take control of a civilization after the main leader has been killed off through the regicide or leader succession features.
- Leader Succession
[TAB]- Civilization leaders don't last through the whole game.
[TAB]- When leader changes happen the player's leader traits and name change
[TAB]- If no noble exists to take over then the civilization goes into anarchy for x number of turns, after the x number of turns a new leader is installed with new traits and the anarchy ends.
 
TheLopez said:
Yep, in fact I have been thinking of more features for the mod and even a name for it: Dynasties Mod

The current set of features I have are:
- Regicide
- Capture leader to ransom back to home civ OR kill the leader
- Killed leaders cities could:
- go barbarian
- join the civ that killed their leader
- join the civ that is most influential to them
- One option would force a civilization to go into anarchy until a new leader is selected or a noble exists to take control of the empire
- Royal Bloodlines
- Each city with a palace generates royal bloodline points, sort of like great person points. After a threshold is reached a royal is born, randomly male or female. Players can use these units to:
- marry other royals from other civs to improve relations between civilizations
- take control of a civilization after the main leader has been killed off through the regicide or leader succession features.
- Leader Succession
- Civilization leaders don't last through the whole game.
- When leader changes happen the player's leader traits and name change
- If no noble exists to take over then the civilization goes into anarchy for x number of turns, after the x number of turns a new leader is installed with new traits and the anarchy ends.

Excellent, excellent, excellent! This would allow for a Europa Universalis type game ... I know that I'de use a combination of all options in the same game, allowing some to be ransomed and others to be killed immediately. Make sure you write the python to give users a choice about which function they will implement for which circumstances ... but you already know that ;)
 
Shqype said:
Excellent, excellent, excellent! This would allow for a Europa Universalis type game ... I know that I'de use a combination of all options in the same game, allowing some to be ransomed and others to be killed immediately. Make sure you write the python to give users a choice about which function they will implement for which circumstances ... but you already know that ;)
Well you know me Shqype, I like giving players options... some times too many options :D.
 
TheLopez, you are a GOD among Men :king:

Please work on this mod next if you can, cant wait to play it.

All the very best.

Riker13 :crazyeye:
 
I am definitely in favor of this mod, and would use it. I loved the regicide option in civ III.

I like your ideas on the bloodline points...maybe you would have to have enough bloodline points to pump out a royal, but it wasn't automatic. What if you had to broker a new diplomatic deal...royal marriage?

Awesome idea, and keep up the great work. I am a big fan of the mercs mod.
 
I'm very interested in this mod, and the more flexible you could make it, the happier I'd be :)

Some ways in which I'd like to see it work. Never mind how much AI tweaking all of this would require...

1. Your leader is determined by your Government civic, and the effects of killing/assassinating the leader changes with civic as well. For example, under Hereditary rule, killing the leader causes a succession, with possible rebellion effects. Under Bureaucracy, there may be multiple leaders, and you have to kill all of them to have an effect. Under Universal Suffrage (which is a lame name for a government civic, it's a form of Representation) there may be no leader at all, which is a big advantage.

2. In keeping with the theme of "civilization" rather than "rise of nations," I think it should at be an option that killing a leader doesn't destroy a civilization but simply sets it back (e.g. several turns of anarchy, potential city rebellions, loss of culture, etc). China has survived not only the deaths of emperors but the passing of dynasties, each one of which under some of the proposals in this thread would have been considered a game-ending event for China, but in fact were usually just points in the cycle of history.
In fact, I would just expose a new event to Python via the SDK and let the modders decide how to handle turnover.

3. Leaders could have effects a la Forbidden City. In fact, before you proposed this Mod I was thinking of how to program something similar, and thought that a hack could be that the leader auto-builds a Versailles clone, for the sake of calculating upkeep. At the end of the player's turn, the leader is reincarnated in that city (so it can be assassinated), and at the beginning of the turn the building is demolished so the leader can choose a different location or rebuild the building. Obviously a hack, but I presume the AI would understand how to do this.

4. I could totally see a specific application of this mod to work like Europa Universalis (or Medeival: Total War). Under Hereditary Rule, there could be 1 King and X number of Princes / Heirs. Perhaps you can work to develop their governing abilities through suggestion #3 or even sending them off to war. Having cities lose culture during successions would be an easy way to model the wavering of loyalty during those periods. (Again, why it'd be great to have this be exposed to Python).

5. If you like idea #1 (tying leaders to civics), some of the other civics may also have special units tied to them, e.g. an Ayatollah/Pope for Theocracy, head economist for State Property. If this leader concept was generalized enough, that would enable anyone to come up with all sorts of custom civics tied to different special units.
 
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