HRE diploscreen doesn't seem to have any actions on it for me, also when the AI switches leaders it introduces me to the new one but I cant literally ESCape.
more logs, this time hre https://www.dropbox.com/s/f1k570rg2c97qw0/hre.zip?dl=0
So I can finally give my complete thoughts about the HRE after playing them to the Enlightenment Era (plz suport dis mod mster) I can surely say they are rather dry and the randomness factor is crippling if you aim for a certain victory so here is a pretty huge amount of ideas some of which are purely flavour, feel free to ignore them all.
Leaders & abilities: the leader pool should be decided by number of capitals, number of cities (c=city L=leader L is int value [log2(c)+1=L]) and a number of discovered CS (and conquered city states?), overall lets say that it caps around 6-12 (determined by map size?) leaders to chose from.
Leaders lifespan depends upon game speed and a random dice roll upon choosing the new leader so the dice roll determines number of turns the emperor lives multiplied by game speed (*0.67 on quick;*1 normal and etc), this way it feels more active to play.
Leaders fall into categories of yields (Faith, Gold, Production and etc), those categories are picked at random for contorted cities which remain static for the whole game while with Leaders elected from city states it is determined by their type (Cultured = culture, Militaristic = production and etc)
now into the abilities, lets say we have three uniques for each leader, one city/dynasty bound (UA) and two leader bound (UA,UU). for example lets say the Royal elections initiate and you chose Gustavus Adolphus the Pious of Vienna, the city of Vienna is Mercantile giving benefits for gold and happiness, any leader who comes from Vienna will receive the same bonus. Gus will receive a trait which benefits faith and religion and a random UU of the era.
Or leader UA will also be determined by the origin city, Gus the Generous gets more influence from "donating" to city states.
Upon electing a HRE the city he derives from will go under WLtKD if it's yours, if a CS then improve influence.
Change capital to elected HRE city, if CS than remain with the same capital.
Reelection bonuses, if the the player chooses the same city/dynasty then he will receive special benefits. for example Gus dies and Wu Zetian of Vienna is elected, due to Vienna remaining the HRE seat and it being Mercantile you will receive a lump sum of gold determined by your gpt and etc (free caravan, great merchant points).
UB are actually problematic because it could get pretty insane so IMO I don't think having a random UB is a good idea.
UA strength is era determined.
Rare and Legendary Emperors! only 4.99$! have a chance to get Charles V, Sigismund, Charles IV with pre defined uniques which are somewhat stronger than usual.
Hopefully this isn't written in vain
more logs, this time hre https://www.dropbox.com/s/f1k570rg2c97qw0/hre.zip?dl=0
So I can finally give my complete thoughts about the HRE after playing them to the Enlightenment Era (plz suport dis mod mster) I can surely say they are rather dry and the randomness factor is crippling if you aim for a certain victory so here is a pretty huge amount of ideas some of which are purely flavour, feel free to ignore them all.
Leaders & abilities: the leader pool should be decided by number of capitals, number of cities (c=city L=leader L is int value [log2(c)+1=L]) and a number of discovered CS (and conquered city states?), overall lets say that it caps around 6-12 (determined by map size?) leaders to chose from.
Leaders lifespan depends upon game speed and a random dice roll upon choosing the new leader so the dice roll determines number of turns the emperor lives multiplied by game speed (*0.67 on quick;*1 normal and etc), this way it feels more active to play.
Leaders fall into categories of yields (Faith, Gold, Production and etc), those categories are picked at random for contorted cities which remain static for the whole game while with Leaders elected from city states it is determined by their type (Cultured = culture, Militaristic = production and etc)
now into the abilities, lets say we have three uniques for each leader, one city/dynasty bound (UA) and two leader bound (UA,UU). for example lets say the Royal elections initiate and you chose Gustavus Adolphus the Pious of Vienna, the city of Vienna is Mercantile giving benefits for gold and happiness, any leader who comes from Vienna will receive the same bonus. Gus will receive a trait which benefits faith and religion and a random UU of the era.
Or leader UA will also be determined by the origin city, Gus the Generous gets more influence from "donating" to city states.
Upon electing a HRE the city he derives from will go under WLtKD if it's yours, if a CS then improve influence.
Change capital to elected HRE city, if CS than remain with the same capital.
Reelection bonuses, if the the player chooses the same city/dynasty then he will receive special benefits. for example Gus dies and Wu Zetian of Vienna is elected, due to Vienna remaining the HRE seat and it being Mercantile you will receive a lump sum of gold determined by your gpt and etc (free caravan, great merchant points).
UB are actually problematic because it could get pretty insane so IMO I don't think having a random UB is a good idea.
UA strength is era determined.
Rare and Legendary Emperors! only 4.99$! have a chance to get Charles V, Sigismund, Charles IV with pre defined uniques which are somewhat stronger than usual.
Hopefully this isn't written in vain