Advisors' Remake

CivMyWay

Warlord
Joined
Mar 7, 2009
Messages
218
Firstly, the number of advisors you can have is increased during the game. For example in the stone age period, you only have 1 advisor (who gives very basic information in all realms). Discovering trade will allow the possibility of having a trade advisor.

Nothing in life is free, and good advice is no exception. The advisors must be paid an upkeep cost (per turn), and are represented in a city by the presence of an advisor (basically a great specialist). (e.g. economic advisor +economy). (There are several mechanisms to stop abuse of advisors [to avoid upkeep costs] - hiring and firing at a whim, discussed later).

No person starts a job knowing it perfectly. Each turn your advisor is in the job they accumulate KnowledgePoints. The higher these get, the better they are at the job (more information available, more accurate-less fuzziness applied). (So losing an seasoned advisor is quite a loss).

In addition to paying for advisors, later in the game you can increase the number of people each advisor has working for them - a beaurecracy. The more people you have working for an agency (e.g. intelligence) the more detailed information you are likely to get. In intelligence, your spies will have more success rate. In trade you will more often get better deals, or better relations... or perhaps the number of trade agreements you can have is limited by the size of your beaurecracy...or the number of diplomats, spies etc...

The advisors can be relocated to live in other cities, through their advisor screen. Note that when they are in a non-capital city until modern communications are discovered there is a penalty. i.e. on a turn I ask to speak to military advisor - it won't be until the next turn that I get to.

What can be born, can be killed and advisors are no different. Assassins can kill the advisors in their home cities. (Part of the beaurecracy can be bodyguards to reduce the chances of success).

Also advisors have personalities. When an advisor is killed or sacked another one cannot be appointed for x (ie. 20) turns. You are given an option of 3 people to appoint to the position - each with 1 or 2 random attributes. e.g.
Fiscally responsible/irresponsible = -2% beaurecracy costs
Thorough = increased accuracy of reports
Aggressive = propensity towards recommending war

Thoughts?
 
Firstly, welcome to the forums, CivMyWay.

Secondly, I think could be a good idea, as a way to make you, the player, more like the patron saint, or god, of your civilization, possibly appointing a Prime Minister, or something. This could be used to reflect government civics changes. For example, with Despotism, you can appoint a despot as your chief advisor, with Hereditary Rule, you can appoint a Monarch as your chief advisor, with Representation, you can appoint a Prime Minister, with Police State, you can appoint a Dictator, and with Universal Suffrage, you can appoint a President. And then create a bureaucracy under that.

However, this wouldn't be high on my priority list of new things in Civ V, and would only be a good addition if the game was massively, and I mean massively, expanded.
 
Thanks for the welcome Camikaze.

While what you say could be done, it is more than my concept (and I don't want to let the post tangent with the first reply with discussions about whether you're a god/leader or if you're ever anything other than dictatorial etc.

Essential components of my post are:
1. Advisors are real in-game entities, with random personality traits
2. Advisors aren't just a static entity; they can be enhanced (primarily through longevity) and with additional funding (bureacracy).
 
Essential components of my post are:
1. Advisors are real in-game entities, with random personality traits
2. Advisors aren't just a static entity; they can be enhanced (primarily through longevity) and with additional funding (bureacracy).

How integral, exactly, would your advisors be to the success of your civilization?
 
My intent with 'bureaucracy' was just an "upgrade" (at a cost of gold) to the advisors/their respective functions. Nothing more.
 
My intent with 'bureaucracy' was just an "upgrade" (at a cost of gold) to the advisors/their respective functions. Nothing more.

I suppose this would work in the game, although it kind've indicates that a larger bureaucracy is better, which is not necessarily the case.
 
I'd happily scrap the 'beaurecracy' side of it anyway; as long as the Advisors can grow in job experience and get better, that's the main thing.
 
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