Fun with Leaders Gameplay suggestions: GP into new leaders,

GoodGame

Red, White, & Blue, baby!
Joined
Dec 17, 2004
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Had a couple of play ideas that I think Revolutions DCM might utilize:

1. Leaders have to be earned, not given for free. So if the player start out as barbarian minor, then it gets no leader at start. The cost of getting a leader is to sacrifice a great person. (alternatively, the player starts the game with only one trait).

2. Leader traits can be biased towards, but are semi-random at the time of defining the leader. When a player sacrifices their great person to create a leader, the type of great person sacrificed biases at least some of the leader traits. The second trait is chosen at random.
E.g. sacrifice a Great Prophet and one of the traits is chosen from (Spiritual or Charismatic)
Sacrifice a Great General and one of the traits is chosen from (Aggressive, Protective, or Charismatic)

3. Leader traits can be altered by revolutionary behavior. Revolt can lead to a player being offered to change one trait to satisfy the people. Not sure of the exact mechanism, but a logical choice would be to indulge the people with a "charismatic" leader if the current leader wasn't such already. The type of demands that cities make would also influence what leader trait change would appease them (e.g. Aggressive, or Spiritual).

Suggestion: if implemented, would need hooks so RevDCM mods that use modified traits (e.g. LoR) could call on the mod.




Also, any note taken of the Civ5 announcements? I think the 'organic' culture-growth-within-the-city's-fat-cross idea (IGN preview) could be applied to RevDCM (or LoR).
 
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