Dynasties & Families instead of Permanent Rulers

alexwebb2

Chieftain
Joined
Feb 11, 2006
Messages
92
EDIT:
This idea has now turned into the Dynamic Leaders and Traits Mod, which I am programming in C++ for the SDK. It has its own thread here.
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One small gripe that I've always had with Civ games is that you play an invincible leader with a 6000 year lifespan.

Why not implement some Rome: Total War style leadership, where the player chooses his successor?

For example, you could start out as Dynasty A, which has its own particular traits and bonuses. After 10 turns or so, those bonuses change slightly and you have the option to either retain that dynasty or choose from two or three new ones, with their own distinct bonuses.

This process continues until the game slows down a bit, and then you switch over to Royal Families. These are basically dynasties by another name, except that they do not last anywhere near as long (year-wise... turn-wise, they'd be the same, or very similar).

Finally, when you get to, say, the 1800s, you shift over to individual Politicians. These could be somewhat random (as in R:TW), or they could be civ-specific and selected from a list.

Each leader could have a favorite civic, a personal religion, etc... for example, installing a leader with a minority religion could serve to promote that particular religion. There's a ton of different directions you could go with this.

Any feedback on this would be appreciated. Would people want something like this in their game? Do you have any ideas on how to implement this?
 
Ive solved this problem by making my leaders deities of one of 8 religions.

Awesome idea though, id love to see something like this. Doesnt seem possible to do though right now. :(
 
Hmm.

You would need a trigger every ten turns to display a dialog where the user could choose one of several outcomes. You'd need to give the civilization a different sort of bonus depending on what they choose. I'm hoping to be able to change the civ's two characteristics on the fly, but otherwise, I know you can give the player major bonuses in other ways... like extra food or production on a given terrain type, etc.

I'm pretty sure that's all possible. Slap on some leader names and descriptions, and you've got a political succession dialog.

Although, in diplomacy there is a field called LEADERNAME or something to that effect... and that would still be displayed as whatever the default leader would be. Is there some way to overwrite that value in-game?
 
Your discription sounds good, but I suggest instead of it being based on the year, it would make more sence to have it based on the civic you run.

As for actually doing it, we may have to wait for SDK to come out.
 
Ahhh, you see long before Civ4 came out, I had this idea of a more 'flexible' approach to civ and its leaders. i.e. you would start with a certain 'Leader', with preferred civics and traits but-depending on your play-style and civics choices over X-turns, you would be given the chance to select a new leader (with a new name, preferred civics and traits). Thus your play-style would influence your civs character and vice-versa.
Hope that makes sense, and hopefully it can be done using SDK!

Yours,
Aussie_Lurker.
 
Ok, so I've decided that I'm going to make this mod myself and I need some input on a couple of things. First of all, what traits should the leaders be able to have? What bonuses should they give?

For example, in RTW, the trait "Sobriety" has levels Sober, Abstemious, and Teetotal, which gives increases bonuses to management and increasing penalties to popular standing. "Warlord" has gives bonuses to command and law. In Civ4, we could have similar traits that will give bonuses to production, technology, foreign relations, etc.

What traits should be in, and what bonuses/penalties should come with them?
 
Ok, I just whipped this up really quick as an example for anyone who hasn't played Rome: Total War. This is a very, very rough idea of what sort of traits you could give each politician. For example, the politician Arthur Murphy (the first name that came up in the random name generator) could be randomly given the traits "Artist - Amateur" and "Charismatic - Likeable". Thus, if you choose him to be your leader, then for the next few turns you'd get a bonus of 5% to your culture and +2 in all foreign relations. Then, after a few turns when it's time to choose a new leader, let's say Arthur has changed a little bit and the world has realized that he is actually an "Artist - Total Joke" and that he is "Charismatic - Trusted". You'd have the option of keeping Arthur, with the -10% culture and +3 foreign relations that he brings to your empire, or choosing a new leader instead with his own traits.


Artist
-----Total Joke
----------Culture -10%
-----Amateur
----------Culture +5%
-----Skilled
----------Culture +10%
-----World-Famous
----------Culture +25%

Banker
-----Fraud
----------Income -10%
-----Professional
----------Income +10%
-----Financial Genius
----------Income +20%

Military Man
-----Soldier
----------Unit Cost -5%
-----Colonel
----------Unit Cost -10%
-----General
----------Unit Cost -20%

Bad Attitude
-----Arrogant
----------Foreign Relations -2
-----Complete Jerk
----------Foreign Relations -3

Charismatic
-----Likeable
----------Foreign Relations +2
-----Trusted
----------Foreign Relations +3
-----Charming
----------Foreign Relations +4
 
Wow awewsome idea. Is there a limit to how many different traits you cna have? I'd like the idea of having your civ leader/traits based off of how you play. Kind of like RTW were you had a little Roleplaying with your generals on how you used them depended on what traits they got.

Kushan
 
This idea has now turned into the Dynamic Leaders and Traits Mod, which I am programming in C++ for the SDK. It has its own thread here.
 
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