Shadow World
Chieftain
- Joined
- Sep 16, 2007
- Messages
- 22
I have been playing FFH2 for some time now. One of my guilty little pleasures is making an avatar via world builder as a ruler for my race. I was thinking about how fun it would be if each race had a ruler that was an actual unit in the game, and even having events around that unit that would inspire the race. Example being marriage or birth of a child (new unit.)
Maybe have at start each race with its chosen leader being a great prophet or commander, or what ever, named after the ruler. Depending on race and population growth have it last between 80-200 turns, and its off spring being the next in line to lead. When the unit dies at the end of X amount of turns have the cities respond as to how well the civ did during the duration of its existence.
One reason I though of this is the class of assassin which doesn't actually assassinate anything in the game ever, but behaves more like a martial warrior. I was thinking how fun it would be to be able to have assassins that have a percentage chance to kill a leader, and effectively change the culture of an enemy race. The percentage should be based on how the race views you and how friendly they are to you. The out come should include percentage of them declaring war on you for successes or failure of an assassination attempt.
This lead me to think of spies. Shadows are the spies now and tend to be a very useful unit. I was thinking of how spies work in the real world and how there could be an earlier version of the unit that would be based on recruiting. Example, you have a city that borders on enemy territory where in one tile you only have 52% population, which means 48% is another race. This would make for an excellent place to recruit spies against that race. Have the recruiting unit (assassin) have a percentage chance to recruit from that population with the out come being a new unit that is marked as this race and can roam freely about its borders.
Now back to leader dying. I was thinking that if the leader is assassinated this should have a chance to cause a revolt and change the civics with out the Ai/player's consent. Because thats kind of how it works in real life. Or even just a few turns of anarchy that would make it impossible for that player to change civics for a number of turns. Also if for example the race is an evil race or just treats its people poorly they may celebrate the fact that the leader has died, and it may have a positive effect, which leads me to the thought of being able to assassinate your own leaders if the people do not like them. This would mean that in happiness would now have a check on how much each city likes it's leader.
This is just a summery of the idea I had, there is quite a bit more that I didn't add. I wanted to get the thought out there to other ffh2 players, see what responses come from this post.
Maybe have at start each race with its chosen leader being a great prophet or commander, or what ever, named after the ruler. Depending on race and population growth have it last between 80-200 turns, and its off spring being the next in line to lead. When the unit dies at the end of X amount of turns have the cities respond as to how well the civ did during the duration of its existence.
One reason I though of this is the class of assassin which doesn't actually assassinate anything in the game ever, but behaves more like a martial warrior. I was thinking how fun it would be to be able to have assassins that have a percentage chance to kill a leader, and effectively change the culture of an enemy race. The percentage should be based on how the race views you and how friendly they are to you. The out come should include percentage of them declaring war on you for successes or failure of an assassination attempt.
This lead me to think of spies. Shadows are the spies now and tend to be a very useful unit. I was thinking of how spies work in the real world and how there could be an earlier version of the unit that would be based on recruiting. Example, you have a city that borders on enemy territory where in one tile you only have 52% population, which means 48% is another race. This would make for an excellent place to recruit spies against that race. Have the recruiting unit (assassin) have a percentage chance to recruit from that population with the out come being a new unit that is marked as this race and can roam freely about its borders.
Now back to leader dying. I was thinking that if the leader is assassinated this should have a chance to cause a revolt and change the civics with out the Ai/player's consent. Because thats kind of how it works in real life. Or even just a few turns of anarchy that would make it impossible for that player to change civics for a number of turns. Also if for example the race is an evil race or just treats its people poorly they may celebrate the fact that the leader has died, and it may have a positive effect, which leads me to the thought of being able to assassinate your own leaders if the people do not like them. This would mean that in happiness would now have a check on how much each city likes it's leader.
This is just a summery of the idea I had, there is quite a bit more that I didn't add. I wanted to get the thought out there to other ffh2 players, see what responses come from this post.