GoodGame
Red, White, & Blue, baby!
- Joined
- Dec 17, 2004
- Messages
- 13,725
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).
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).