The Mongoose mod has something like that. When you enter a new era, your leader is sometimes replaced by the next leader of that Civ.I'd lik to see a system where each Civ has a set of leaders (with differing traits), and your leaders die off and are replaced by successors as the game goes on, so you get stronger and weaker leaders at different times.
I'd like to see a system where each Civ has a set of leaders (with differing traits), and your leaders die off and are replaced by successors as the game goes on, so you get stronger and weaker leaders at different times. Ideally the traits would not be cast in stone, but perhaps set as the 'base level traits' for each leader, and get modified by your civilization's 'cultural values'. The kind of thing I have in mind is a 'score' for each trait, which is initially set to all 0s. Over time the civics you are in slowly adjust your trait scores (so spend a lot of time in militaristic civics and the militaristic trait score boosts up for example). As each leader dies off (one per era maybe??) another is randomly selected from your civilization's pool. The base traits of the new leader are then adjusted by your current civilization trait scores to give the effective traits for your new leader.
The idea here is to make your civic choices influence your historical progression, and give you something extra to think about in making those civic choices. Other things could also influence your civilization trait scores too (random events maybe), though no one influence should be too large.
The main thing that would need to be done would be changing the trait mechanism to be weighted rather than just on or off for each trait, so that instead of just being 'militaristic' you'd have a 1-10 scale (perhaps in that case giving a probability of unit production exp bonuses say).
The Mongoose mod has something like that. When you enter a new era, your leader is sometimes replaced by the next leader of that Civ.
Now this sounds perfect to me, how long or more to say, how much time would it take to implement something like this![]()
If someone is prepared to take on UI, and someone prepared to make sure there are enough leaders defined (and/or everyone is happy with the name-list suggestion in which case it becomes 'prepared to add names'), then I would be happy to take on the DLL work for v22.
There is a bug option that will show the trait if you hover over the flag, like it was presented in Civ IV.
Edit: The idea of traits that grow and change is awesome. But for some traits you cannot scale the benefits.
I can't think of one where the benefits are not scalable. Can you give me some examples?
Aggressive. Either you get the promotion, or you don't. I guess you could scale the reductions in building costs, but this trait have a lot of 10% reductions. Scale that, and the reduction gets worthless.
Agricultural. +1on tiles with 5
. I think this is hard to scale too. Here you can scale the building cost reductions, sure.
Charismatic. +1per city and on a lot of buildings. You cannot give +1/2
. I really don't see how you can scale reductions in xp needed for promotion costs, especially in the beginning. Like, promotions require 5% less xp? What is 5% of 8? Rounded up, or what? Unless you are talking about promotion costing like 7.75 xp, I don't see the solution. It have to be something like 25% for i to kick in, otherwise only units with massive amounts of xp will feel any difference.
Ok, that was the first 3 traits on the list, and I found problems with all of them. Basically, all you can scale is cost reductions and increased production speeds. Nearly everything else seems to me to be either/or.
In my system, mentioned above, this is solved by letting you choose new traits (that add to those you already have, of course) at every new age, that work like the normal traits, but that have a much smaller impact on the game, and that might well get obsoleted. Like a trait that gives you +20 % attack against animals, or increases your cities production by 10% untill the next age, or something. I have not fleshed it out. My point is that scaled traits are problematic, and that it is the wrong way to go.
can just change to a civ-wide % mod on happyness from the relevant builidngs.
Yes, you sure CAN do this. You can water down every trait, and give players 12 % of the Aggressive trait, and 28% of the Spiritual trait, and in this way let civs have little of everything. But as I said, I think this is the wrong way to go. I think that if traits are to be changed, it would be much better to have more small traits that you have in totality, than to have a bit of everything. I think it will be more challenging and fun to have goals for every era to give you rewards (the small traits). This will give rise to strategies regarding which ones to pick, that at the same time gives rise to minigames, and era specific challenges, which will make every era more unique. More fun than to scale every trait into 1% slices and distribute them out during the whole game.
Think of role playing games, think of each new era as a "new level" where you get to spend points on new skills or perks. This is what I suggest we do to this game.
Oh, and what good is it to have 12 % chance of new units getting the Combat 1 promotion? Wow, every 8th unit will have it! The rest will have to by it for themselves. By the time the percentage have risen to good levels, the chances are that you do not really need that many more units. Basically, I want the game to have LESS randomeness, not more of it.
Thanks for reading this.
Currently there is no valueing of traits at all, I think, as there is no choice to be made.I already have some more traits i am thinking of adding, but i dont know if any of the AI will be able to tell the difference, i am not that aware of AI decision making material.