One idea that could help with immersion when there's a new ruler

Stringer1313

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Sep 10, 2014
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I love that certain archetypes (and personality traits) don't like others, especially because now there's a huge difference when your leader dies, but it's sometimes hard to notice or understand when that's happening.

When there's a new ruler, it might be nice to have some kind of narrative popup that explains all the relationship modifiers that changed due to the change in archetype (and personality traits), at least with respect to the following people:
- heads of religions
- other civ leaders
- heads of families

(This can also be done when your leader adopts an archetype or changes their archetype / personality traits)

This could help with immersion and could be a lot of fun to write. (e.g., With a Commander taking over the country, the head of X religion gains newfound admiration, while the Y family, led by Bozo the Tactician, disdains, something something, -- I'm clearly not a creative writer but u get the gist)
 
This is a good idea a coronation event. It could wrap up the family changes, your new rulers global effects, and any diplomacy effects and maybe a low stakes event as extra candy.
 
It looks like they are already implementing a small version of this (which I am very appreciative of) - when one of your characters faces a chocie about picking a trait, it will now show you the positive and negative modifiers on key people.

However, i think the latest patch they have now been having characters acquire traits (or "adjectives") much more randomly and quickly, and it'd be nice also to show what those changes' impact will have on their relationship to you specifically (don't have to show their relationshisp with other people, just you the leader)
 
Just playing my first game and it was certainly jarring when Cyrus and Darius died. A few ideas that might add some suspense:

1. make sure that the “you died” screen comes up first, before the other logistical announcements pertaining to your new leader (ambitions/legacies etc).

2. Maybe have some verge of death events with 2-3 choices of what to do as you begin to feel ill (e.g stay on the field or return home, give a speech to your city or rest in bed) where some choices will lead to death and others will postpone it a year or two. Could add depth and suspense if the outcomes were random so you couldn’t game it (e.g. you feel revitalized to be celebrated by the masses of Parsa, you are exhausted by the journey home, and pass away in the night, but your get to impart some last nugget of wisdom to your heir).

So glad the team is bringing this awesome game to life! The tutorial is providing just enough info to make semi-informed decisions about playing a basic militaristic game. Playing at difficulty 4 after a year of Civ6 it felt very natural to focus on early unit-unlocking tech, and then scramble together the resources for upgrades. After losing a few units in early skirmishes, I could anticipate the challenges and demands of an invasion against Rome well enough to eventually conquer them. The promotion and general system (and combat overall) is just so fun, one archer is a long range-full damage-Highlander where another is up close behind the front lines (and one is dead after i prioritized my orders on rushing 5 units against Roma, whose force was not as broken as I thought-also I’m pretty sure either my wife or mother died when her division of chariots was overtaken, but the dialogue did not explicitly state).

I can tell in my next game I’ll focus more on the empire building, family/court, etc, but I found it all comes across as a complex world with anticipatable dynamics even if I don’t understand many of the game mechanics yet. I’d say it feels gritty and immersive, a little stressful throughout, but rewarding (and a relief) when something works. Can’t wait to explore the game more and keep sharing about the experience!
 
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