Well, if you've used some of my bigger components then you know that I tried to expose as much as I can to allow the fine tuning of my mods, but I digress... I will try to make it as configurable and flexible as possible.Padmewan said:I'm very interested in this mod, and the more flexible you could make it, the happier I'd be![]()
Well kind of, it depends on if you have the royal bloodlines feature enabled. If the royal bloodlines feature is enabled and there is a noble that is alive in the game then that noble would take the place of the killed leader. To completely finish off a civilization in a game with regicide victory enabled you would have to effectively kill off all of the nobles and the leader.Padmewan said:Some ways in which I'd like to see it work. Never mind how much AI tweaking all of this would require...
1. Your leader is determined by your Government civic, and the effects of killing/assassinating the leader changes with civic as well. For example, under Hereditary rule, killing the leader causes a succession, with possible rebellion effects.
If no nobles are available then the civilization would automatically go into a state of anarchy for x number of turns. After the x number of turns then a new leader would emerge and the anarchy would be over.
I disagree that there wouldn't be any leaders for "Universal Suffrage". Instead for both of these civics I see something like "Cabinet Members" or "Ministers". These would work like the nobles but with different titles.Padmewan said:Under Bureaucracy, there may be multiple leaders, and you have to kill all of them to have an effect. Under Universal Suffrage (which is a lame name for a government civic, it's a form of Representation) there may be no leader at all, which is a big advantage.
Please note though that I am planning to add a configurable option allowing players to specify that if the leader of a civilization gets killed then the civilization will be destroyed, if nobles/ministers/cabinet members are in the game.
See my answer in point one.Padmewan said:2. In keeping with the theme of "civilization" rather than "rise of nations," I think it should at be an option that killing a leader doesn't destroy a civilization but simply sets it back (e.g. several turns of anarchy, potential city rebellions, loss of culture, etc). China has survived not only the deaths of emperors but the passing of dynasties, each one of which under some of the proposals in this thread would have been considered a game-ending event for China, but in fact were usually just points in the cycle of history.
This is a very good idea. I will absolutely do this.Padmewan said:In fact, I would just expose a new event to Python via the SDK and let the modders decide how to handle turnover.
Hmmm.... I don't know about this. I'll have to flesh this out.Padmewan said:3. Leaders could have effects a la Forbidden City. In fact, before you proposed this Mod I was thinking of how to program something similar, and thought that a hack could be that the leader auto-builds a Versailles clone, for the sake of calculating upkeep. At the end of the player's turn, the leader is reincarnated in that city (so it can be assassinated), and at the beginning of the turn the building is demolished so the leader can choose a different location or rebuild the building. Obviously a hack, but I presume the AI would understand how to do this.
I agree, it would be good to have another event exposed through python for this.Padmewan said:4. I could totally see a specific application of this mod to work like Europa Universalis (or Medeival: Total War). Under Hereditary Rule, there could be 1 King and X number of Princes / Heirs. Perhaps you can work to develop their governing abilities through suggestion #3 or even sending them off to war. Having cities lose culture during successions would be an easy way to model the wavering of loyalty during those periods. (Again, why it'd be great to have this be exposed to Python).
Hmmm... interesting.Padmewan said:5. If you like idea #1 (tying leaders to civics), some of the other civics may also have special units tied to them, e.g. an Ayatollah/Pope for Theocracy, head economist for State Property. If this leader concept was generalized enough, that would enable anyone to come up with all sorts of custom civics tied to different special units.
Thank you for going through and writing down all of these notes Padmewan, you have forced me to think through a lot of my ideas and flesh them out even more
