CIV6 Leader customization concept

daft

The fargone
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At the start of the game upon clicking New Game and customizing your world you advance to the Tribes/Nations screen. After picking your tribe(or coming up with your own tribe name) it's time to decide the leader you are going to play as. You could pick one of the available leaders or choose to click the CUSTOMIZE LEADER button. If you choose to customize you pick the name and gender of your leader. After that a group of a few portraits would appear where you'd choose the one that best suits you. After that comes the SELECT LEADER PERSONALITY/CHARACTER screen, which would look something like this:

AGGRESSION 2

EXPANSION 2

RESEARCH 2

MILITARISM 2

RELIGIOUSNESS 2

COLONIZATION 2

COMMERCE 2

INDUSTRY 2

WONDER BUILDING 2

AGRICULTURE 2

SEAFARING 2

EXPLORATION 2

HONOR 2

CHARISMA 2

TRADE 2

DIPLOMACY 2

Names of each trait could be different. Value 2 beside each trait means average. Every leader at the start has the average value beside each field. Average value means no bonuses for the human player in that field, it also means no penalties.
Value 1 in any field would mean a penalty for the tribe, most often meaning more cost/shields required to produce units/building/advancements associated with that trait.
High value of 3 would mean a bonus-often lower than average cost of building certain units/buildings/faster scientific research.
For example a female player chooses to play as Romans. As there are no Roman female leaders available because in history all Emperors/Caesars were male she click on the Customize Leader button. After selecting gender and portrait she decides she wants her leader to be Expansionistic, Scientific, Charismatic and good at building great wonders. She would simply click the corresponding field and choose to increase the value of each of these four fields to 3 instead of 2. However there's a catch. For each value you increase you must decrease another to make the total number 32(in this example).
Gladly welcome any opinion on this.
Personally I don't like playing as Washington, Shaka or Elizabeth because I'm not one of these great historical characters. I like to create my own history. Adding the ability to change the looks of my leader and especially change his/her characteristics would make the game that much more compelling to the likes of myself.
 
I'm guessing UU/A/B/Is would be given based off your preferences. Actual leader personalities are useless for the player becuase the AI isn't the one making the decisions so this would only have any effect if it dealt those or you set it for AIs.

However, I'd rather have a feature where you can choose leader/civ/uniques for each civ in the game. And possibly rename leaders/civs.
 
All civilizations would have one or more of their own already pre determined leaders in the game. These are the only leaders the AI would use, human player would have a choice of playing as a historical figure or by customizing coming up with their own leader, including appearance, trait strengths and weaknesses.
Examples of pre set values of leaders for AI and humans:(not saying that these are spot on)


Trait|Genghis Khan|Dido(the queen and founder of Carthage)
AGGRESSION|3|1
EXPANSION |3|2
RESEARCH |2|2
MILITARISM|3|2
RELIGION |1|2
COLONIZATION|1|2
COMMERCE|2|2
INDUSTRY|2|2
WONDERS|2|1
AGRICULTURE|2|2
SEAFARING|1|3
EXPLORATION|2|2
HONOR|2|2
CHARISMA|3|2
TRADE|1|3
DIPLOMACY|2|2

IF SOMEONE COULD FIX THE TABLE I'D BE GRATEFUL! Moderator Action: Done. You use the | symbol to separate table cell entries.

To make it easier you could have 2 additional high values(3) and 2 fewer lows(1) for each leader.
The numbers could be replaced by letters, or be between 1 to 5 to define each leader better, or 1 could be the best value and the lower the total number the better.
Something along these lines.
Also, propose up to 4-5 pre set leaders for each tribe, each with own characteristics table, favourite government type and religion.
Some leaders/nations could be pre set as to the level of friendliness toward other nations. For example Rome would be friendly towards Byzantium and vice versa and could in future unite to form one country.
 
form one country? how would that do in a mulltiplayer game? someone just drops out?
 
Not sure what you mean about one country and dropping out.
Once again:
The idea is simple. In civ6 there are a specific number of nations available for playing, or you can come up with your own nation. Each of the pre programmed nations has between 1 to 3 great leaders-(for example, perhaps more). All these great historical leaders have this type of personality table already filled out by the designers. These leaders are the only ones which the AI would/could use to play in a single game. Human players could choose between one of the pre-designed leaders or customize their new leader's name(as in previous civ's), appearance and personality/character strengths and weaknesses.Do you really enjoy playing as someone else? Bringing additional glory to a leader who already has his/hers share?, or do you want to create a new character, who could have defeated all those kings and queens of the past?
For me, the answer is simple.
 
For me - ehhhh. It's a game. Imean, not aterrible idea, but with all the other issues the game needs to address, I would hate to see the next edition trotted out, and they sent time and money on this rather than AI or the other problems discussed here every day. Only so many changes they will make
 
Perhaps in civ7 then?
Was thinking about it more and think now that the numbers in each column would have to be from 1(low-weak) to 5(high-strong) to define the characteristics of each leader better.
16 trait types, each with number associated with each type. 1-weak,-2 penalties in that field, 2-below average(lacking)-1 penalty, 3 average-no changes, 4-above average-1 bonus, 5-strong-2 bonuses.
All new(customized) leaders at start would get a 3 in each field(trait) column, for a total number of 3x16=48, meaning if you wanted to make changes in any field your total amount of points has to be 48-no more or less. Also if you give a leader a value of 5 in any field you'd have to give him/her a 1 in a different field.
Once again, some examples of this idea(which probably will never get done)
SHAKA CAESAR HIAWATHA DIDO RAGNAR
AGGRESSION 5 4 4 1 4
EXPANSION 4 3 3 2 4
RESEARCH 2 4 2 3 2
MILITARISM 5 5 5 2 5
RELIGION 2 2 5 3 2
COLONIZATION 1 1 1 4 4
COMMERCE 2 3 2 4 1
INDUSTRY 2 4 2 3 1
WONDER BUILDING 1 2 1 2 1
AGRICULTURE 2 3 4 3 3
SEAFARING 1 1 1 5 5
EXPLORATION 3 3 3 4 5
HONOR 4 3 5 3 4
CHARISMA 5 5 4 3 4
TRADE 2 2 3 4 3
DIPLOMACY 3 4 3 3 2

Examples of bonuses in each field:
Aggression: 1. 10% strength for each attacking unit. 2. 2 upgrades after each combat won.
Expansion: 1. lower cost of settlers 2. friendlier natives in goody huts.
Research: 1. 10% lower cost of acquiring new tech advances. 2 lower costs of libraries, universities
Militarism: 1. lower cost of barracks, stables 2. all new units gain veteran status upon production
Religion: 1 lower cost of churches, temples and other religious buildings. 2 more happy faces from religious buildings/wonders
Colonization; 1 lower cost of colonists(unit separate from settler) 2 no corruption penalties for colonial towns(build on continents/islands other than your original one)
Commerce 1 lower cost of markets, banks 2 higher commercial yield from tiles already generating commerce
Industry: 1. lower cost of workers 2 higher shield production from factories, power plants
Great Wonder(Monument) Building: 1. workers construct the out of city wonders twice as quickly 2 10% lower shield cost for all wonders
Agriculture: 1 lower cost of granaries and aqueducts 2 workers irrigate twice as fast- eventually higher food gain from irrigated tiles or cottages/villages
Seafaring; 1 galleys do not sink in seas 2 additional move point for all ships
Exploration 1 nation starts with a scout-or scout unit cost lowered 2 explorers available upon discovery of Map Making of Seafaring
Honor 1 AI leaders friendlier in negotiations 2 Culture bonus for not breaking pacts/treaties
Charisma: 1 units cannot be bribed 2 AI more unlikely to break treaties
Trade 1 Lower cost of producing Caravans and trading vessels 2 more gold from trade routes, trade treaties
Diplomacy: 1 AI leaders must offer peace during negotiations 2 veteran spies, envoys and diplomats
Level 5 field gets both bonuses, 4 gets one, 3 zero, 2 gets a minus-usually meaning the opposite of a bonus, 1 gets 2 penalties
Now I've said it all about this topic.
Ps. Sorry about the table, again!
 
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