Sounds like a great idea! It certainly makes the game dynamic and interesting! I asume as time goes on your leader will change automatically? Or a pop-up appears stated that you now controll this leader moving foward etcHi, I know I'm late in this whole thread, but have we considered different UPs for different leaderheads? As far as I'm concerned, the leaderheads stand for different eras in each country, not for the actual persons. So besides their preferences towards civics/religions, I think it makes sense to tie them to the unique powers of their nations.
Just some examples:
- Ramesses gets the power of the Pharao at start; Cleopatra gets the power of the Ptolemy later (something with city defense probably). The later Egyptian leaders get less impressive stuff. Baibars... dunno, maybe power of the Nile, rewarding each controlled farm/plantation with 1 commerce, given that the Mamluks were big into supporting the large landowners. Nasser gets a power of military that rewards building tanks and airports?
- Perikles gets the power of Philosophy at start (probably a different bonus than currently), Alexander gets the power of the Macedonians, something conquest related. Basil could get a power of Loyalty (troops bought with gold don't get the Mercenary promotion); Justinian is fine like he is with the power of Bribery; George I gets no(or less) penalty from keeping outdated civics?
- Alfred (power of wool merchants: +1 gold to merchant specialists or something else insignificant); Elizabeth I (power of buccaneers, slightly more effective privateers or ships in general). Then Victoria gets the indirect rule; and Churchill would get yet another power that strengthens Britains industrial base at home.
- Barbarossa gets the Power of Crusades (combat bonus against non-catholics); Charles V gets the power of Investiture (as is); Francis gets the power of Felix Austria (hmmm... disregard core culture of neighbours: you get control over tiles where you have the majority culture: 50% suffices instead of needing the 80% threshold)
- Qinshihuang gets the power of the myriads as is, Taizong gets a small gold reward for every tech he researches first, Hongwu gets a tech(culture?) bonus in every turn he doesn't have troups outside of the Chinese historical area, Mao can sacrifice 1000 culture in a city to gain 50 hammers there (once per turn, also disrupts culture production for two turns). (these leaderheads represent: agricultural despotism, "liberal" golden age of the Tang, Ming/Qing isolationism and modern communism)
- Songtsen Gampo gets the power of missionaries as is; Lobsang Gyatso gains a diplo bonus for all nations with buddhist minority communities.
- Charlemagne (power of the Frankish: double the currency benefits of the Elective+Manorialism civics, Louis XIV (power of power: diplomatic bonus towards weaker nations), Napoleon (power of diplomacy: has more sway in congresses), DeGaulle (power of European integration: all friendly multilateral European nations get +100% income, like DP partners)
- Washington (power of Independence: +1 diplo bonus from every leader sharing the American Dream civics), Lincoln (power of the North: +25% production towards buildings), Roosevelt (happiness power of the American Dream)
- Ragnar (regular Viking power of raids); Gustaf Adolph (power of the Reformation - all land units get drill 2 when built in barracks?) and Gerhardsen (power of Social Security - +1 currency for every maritime resource in BFCs while running public welfare)
- Huyna Capac (power of terraces), Castilla (power of modernization: cities with state religion gain 50% science output on all techs that have already been discovered by at least ten other civs)
- Pedro (power of sugar: plantations +1 currency), Vargaz (power of Ethanol as is)
- Kammu (power of ancestors: may build/keep pagan temples in buddhist cities), Oda Nobunaga (as is), Meiji (power of military reform: each military unit stationed in a city contributes 5 hammers per turn to the creation of new military units). Am I overlooking more recent leaderheads - Akihito or Hirohito?
That's why I already covered ~40 leaderheads in my post already. If anything in that direction gets realized, we should recycle the current Unique Powers, and also not go overboard with some of the lesser figures. Past-UHV-leaders like Baibars and Nasser don't need awesome Unique Powers in my opinion. Neither do Franco or George I. or Bhutto.We have more than a hundred leaders in the mod right now, though, so it's gonna be a lot of work.
Yes, that is a major issue. I would suggest that this would need to be done via revolution (civic change), but probably only going forward: Genghis would be tied to "Mongolian Conquest", but once you leave that Civic towards Kublai's "Mongolian Tributary or higher" civic, you just cannot return to Genghis.Even if we did that: How do players switch leaders? Does it just use the current rules, or should they be modified to better fit gameplay?
Yeah, there are a lot of concerns. I already adressed the first: It is up to the player to plan when he (permanently?) switches the leaderhead towards a more favorable civic and UP.I'm going to go against the grain and say that I don't think thats a very good idea...
I appreciate that spies might need to be a bit faster to work mechanically well, but I don't think it's useful to draw comparisons to real life speeds. Especially in the early game, any unit is an abstraction for long term activity. Millitary units do not represent a single army moving, they're more like years of sustained warfare in a region. Likewise, spies are more like sustained espionage campaigns. The timescales are always going to be off.The Spy movement speed is as much a pain as the cost, if not greater IMO. It not just makes the Byzantine UP annoying to micro (especially since barbs spawn semi-randomly within your Cultural Borders) - it makes the UP practically nonexistent most of the time, because you simply cannot move the Spies in place quickly enough for it to make a noticeable difference.
In DoC military units move at the astounding speed of less than 1 km per day (less than 1 km per week/month in the earlier eras). That is (I suppose) qualitatively justified as representing logistics and supply lines. Spies IRL have zero logistics and supply issues compared to armies, and move much faster than armies.
So perhaps one blessing of Byzantine UP being so bad is that it reveals something about Spies generally that should be changed.
I agree! That's what I was referring to by logistics and supply lines.Especially in the early game, any unit is an abstraction for long term activity. Millitary units do not represent a single army moving, they're more like years of sustained warfare in a region.
I agree! But I think all Spy actions require same tile. If Spies had range, the movement speed would be less of an issue in general, but I'm not sure the engine even allows it.However, if needing to be on top of a unit to bribe it is impractical (if that is how it works; I don't remember)
How similar are Spies to armies though? Say, when Chinese Spies wish to conduct an espionage campaign in St. Petersburg, Russia, must they start sustained espionage campaign in East Siberia first, then West Siberia, and then the Urals, and so on?Likewise, spies are more like sustained espionage campaigns. The timescales are always going to be off.
Unique Unit: Carrier Battlegroup (Replaces Carrier, or alternatively, doesn't replace any unit, and is made available with Power Projection)
40 Strength, Can Bombard, 3 air unit slots, 3 transport slots. I grant it's a big upgrade to the base unit, however it will come quite late in the game, and even with this combo it won't come close to the impact units like the Legion have. This unit would be big for aiding US players in the final steps of the UHV and be very reflective of American foreign policy in the 20th/21st century.
I agree on this, but we already have a Riflemen UU in Prussia, and it would be best if we could have more diversity in Europe.France doesn't need a second Heavy Cavalry UU, since Gendarme (with Leadership) promoted into Dragoon still functions as an elite Heavy Cavalry, better than regular Dragoons.
But speaking of wonders, I think it would be cool if Greece could sometimes build the Oracle. Autoplay starts on Regent had Babylonia build it before Greek start 8/10 starts and rest of the time it was completed before I could connect Marble.
Adding a fish requirement to it was an effective solution in my opinion, in @Imp. Knoedel 's modmod Sunset. Technically Babylon and Egypt can still snatch it if so determined, but unlikely to occur by the AI.What would be the best way to achieve this? Make its tech requirements come a bit later, or introduce some condition? (Excluding Babylon with, say, a coastal city requirement would make its UHV significantly harder, I think?)