Okay yeah I'll check out the modding section thank you!
You are definitely right that a concrete plan would be needed if anyone was to get anywhere with this. I'm just going to basically throw out my thoughts and ideas on this whole thing...
Dynamic Traits
Handled as promotions on the governor/leader units.
This would be quite easily done for me I think. Tags could be added to define the promo 'type' as a 'Trait' promo, which would be earned in a different manner to the usual Promotion type. I just set up a few new types today actually so going back through to set this up would be one of the easiest things we're suggesting here for me. Then the Leaderhead 'traits' are tied to the 'trait promos' on the actual Leaderhead Unit. That might be a bit tricky, but not at all impossible. Could certainly take some trial and error to work out all the natural bugs this would deliver in the process, and as a result of the ensuing complexity, making this system optional would be a real b****! But yeah, I can see how that could come together nicely. In fact, it could interact with some other elements I'm working on now in VERY interesting ways.
While I think it would be cool to get them based on play style I don't think it is realistic. Just giving the player options of "trait" promotions would be best I think.
Agreed completely!
Traits could be upgraded: Spiritual I, Spiritual II, etc. Maybe give them cooler names though
Sometimes simplicity is best. Such a system would overwhelm us with a quest to find ever more labels and before you know it we're overlapping all over the place with same-named references to different things, making for a confusing mess.
Each trait would have a positive and negative and would both scale with the promotion line
My preference here would be that advancements in a trait line override the previous (which is something I'm setting up now for other kinds of promos so it would tie in perfectly with the current project anyways) and we see, as we go, a gradual extraction of the 'negativity'. If we choose to adopt this approach, we should make the current traits we're developing now balance out negative and positives internally.
Dynamic Leaderheads
The leader unit would be chosen from available governing units either by random or player choice. I would prefer chosen myself.
Agreed on both points.
The leader would die at a semi-random turn amount based upon government civic type as discussed earlier.
Agreed. But I think we'd have to extend leader lifespans beyond any RL equivalent to make it work. Base on turns rather than years.
The leader unit would get an automatic leader promotion that would grant an overall boost civ stats (culture, science, etc) and a boost to unit strength.
This needs more definition I think.
Dynamic Civ Names
Maybe it would be cool to add the option to rename your civ when a new leader takes power?
The coding on this would be a nightmare (for me at least) as it would require a lot of python. And I'm wondering about the purpose. I think this overlaps with a point I'm about to make below.
How are the Leader Promotions Earned?
I like the idea of having them earned by global culture earned.
The trick here would be tying the Civ's global culture value to the unit and then back again to the Leaderhead definition. A bit of coding gymnastics but I think its possible.
I think it would also be good to let them earn combat experience to unlock the more militaristic traits if that would be possible?
Governing Units would be a combat class, as would Leaderhead. These would unlock some promotion options there. It would certainly make it more rational why we so commonly vote military heroes into the Presidency.
How are the Leader Traits utilized?
I understand that it would be a lot of hard work to do so but I think it would be best if the leader/governor units only affected the city that they were in.
IMO, The traits of the Leaderhead itself should affect the entire nation, while mere Governing Units would influence the cities they are in, but we could also establish a command range that could extend this influence, and be affected by some buildings located in the plot they reside in, like the Forbidden Palace extending the command range +12 plots out for example.