Leader Implementation for "Classic" AWD

Should leaders be able to rush wonders in a 1.29f/PTW AWD game?

  • I have posted a much better idea in this thread.

    Votes: 0 0.0%

  • Total voters
    29
  • Poll closed .
AlanH said:
You can't switch to a major wonder if you have any non-standard shields in the bin. So if you've ever rushed shields or chopped a forest or disbanded a unit into a city production bin you can't start a great wonder until you've emptied that city's bin. I'm *almost* sure that would also apply to leader-rushed shields.
Yeah, I guess I was just wondering if leader shields were *non-standard*. After all, you can definitely use them to *build* a wonder.
 
You could enforce no GW rushing in AA by making another type of leader unit that require eg. engineering. Allow normal leaders to upgrade to this unit for free, and remove the ability to rush improvements from the normal leader unit
 
Unfortunately this is technically impossible. You can assign only one battle created unit, and even if you set engineering as a required tech for the unit it will still appear before engineering. I have tested this.

Also it is impossible to have 2 leader units. One of these will always be possible to handbuild - the non-battlecreatedunit. This has also been tested.

I built a scenario with a "war-hero" able to only build armies, that could upgrade to a leader at nationalism. The war hero was the battle created unit and the leader was a standard leader out-of-the-box. Given nationalism you could build leaders for free and have as many of them as you pleased. Even if I set the cost of leaders to 1000g (the cost of the most expensive wonder) then teams could still build them and stockpile them in order to complete wonders at a time and in the location of their choice by using shields from another city and by standard gold rushing from the treasury.

The more I think about it, the more I am coming to the conclusion that messing around with leaders is a bad idea. We've done the experiment and it doesn't work satisfactorily. Piling Mod upon Mod for the sake of removing a single element of luck from the game is not worth it in my opinion. ATM I intend to set leaders and Wonders to their OOB values and allow the use of leaders without restriction.

This will make some happy and some angry I suspect. :)
 
OTOH it is very easy to make a rule like

"Thou must not rush any Wonder before 1000BC!"
 
Yes tao, this is the alternative. I will post another poll that incorporates this suggestion. If the poll is decisively in favour of this suggestion then I will make the rule. Otherwise leaders will be used in any way the teams feel fit.
 
Look at the issues with the Roman NOW SGOTM. I think there must be a limitation on leaders. However a crippled army as we saw in the Roman game doesn't serve much purpose either.
 
I have decided that in leaders may not be used to rush GREAT Wonders before turn 100. (550BC). Leaders can build small wonders and armies at any time.

If anyone has any comments on this then please post them. :)
 
Sounds like a reasonable compromise to me. It reduces the early-stage "luck" factor, plus it's simple, straightforward, and unambiguous. Let's try it out. However, given my track record on successful warfare and leader generation, it's probably a moot point anyway. :crazyeye:
 
Back
Top Bottom