Another crazy feature idea.

(It is one of my many old concepts. It is not really important to me.)
Leaders as Units on Map
Currently leaders only appear through Diplomacy.
This could be changed.
Leaders could
also be Units on Map.
1. Creation of Leader Unit
Natives:
Created in Capitol village.
Europeans:
Variant A: Every European starts with 2 ships. Leader is in one of them.
Variant B: Leader is created, when first settlement is founded.
Kings:
No leaders on map.
2. Graphics
There are many nice graphics out there, which we could use for European Leader Units.
Natives could use graphics of "Great Warrior" or also get new ones.
3. Usage
Leaders would be Units without being able to take professions.
They will be about as strong as a Scout.
Leaders can do the following:
A) Be used like Scouts and would get the same Bonis as experienced Scouts considering talking to Natives and Treasures.
B) Be used like Generals to lead a stack of Units in War and would also get the same Boni.
C) Be stationed (fortified) in a City and thus giving production bonus of 10%.
4. Imprisoning a Leader
Imprisoning a leader by attacking and destroying a Leader Unit is only possible during War.
When imprisoning a leader a Diplo-Dialogue with that leader will come up.
(Technically imprisoning means the leader is destroyed and regenerated later either in his Capitol or in Europe if no City exists.)
Case Human imprisons AI or other Human:
In the Diplo-Dialog the leader will discuss your conditions to let him free again.
Within the Diplo-Dialogue you will have several options:
1. Force peace without demanding ransom. -> War ends and attitude of AI improves (if AI)
2. Force peace and demand ransom (50% of gold). -> War ends, you get the gold and attitude of AI gets a little worse (if AI)
3. Demand ransom (100% of gold) without peace. -> Get the gold and attitude of AI gets much worse (if AI)
Options only available if imprisoned AI is Native:
4. Force peace and demand ransom (50% of all goods stored in villages) -> War ends, goods "beamed" to capitol and attitude of AI gets a little worse (if AI)
5. Demand ransom (100% of all goods stored in villages) without peace. -> Goods "beamed" to capitol and attitude of AI gets much worse (if AI)
If other player is Human, he will simply get notified of the choice.
Case Human gets imprisoned by AI
AI will simply inform you about its decision.
(Also Diplo-Dialog.)
Human weaker or almost equal to AI: You pay 100% of gold.
Human stronger than AI: War ends and you pay 50% of gold.
Human much stronger than AI: War ends.
Case AI gets captured by AI
Without Diplo-Dialog.
Imprisoned Player European:
Imprisoned Player weaker or equal: Imprisoned Player pays 100% of gold.
Imprisoned Player stronger: War ends and Imprisoned Player pays 50% of gold.
Imprisoned Player much stronger: War ends.
Imprisoned Player Native:
Imprisoned Player weaker or equal: Imprisoned Player pays 100% of goods stored in villages.
Imprisoned Player stronger: War ends and Imprisoned Player pays 50% of goods stored in villages.
Imprisoned Player much stronger: War ends.
5. Special aspects
If a European Leader is imprisoned (and let free of course), his King will increase taxes by 2% as punishment for the player being so uncareful.
(Unless of course you are in War of Independence.)
If a European Leader is imprisoned by Units of his King (during War of Independence), he will have lost the game.
If a European Leader is in Europe it is not possible to declare War of Independence.
If a European Leader is destroyed while on a ship, he is simply regenerated in Capitol or in Europe (if no city exists).
(With message, that he was saved by another ship in a lucky coincidence. However he will also get the 2% tax increase as punishment.)
If your Leader is destroyed by anything else, than another player (e.g. wild Animals) it is pretty much the same as with "destroyed in ship".
(Message would tell something like "Could flee from a great danger in last second ..." )
Of course the "Leader Unit" will be created with the corresponding name of the Leader.
It is not possible to destroy the leader with "Kill"-Button or in any other way.
(Worldbuilder would probably still work, but I simply hope hat players wouldn't do that. Leader would simply be gone then.)
6. UnitAI
In the beginning of the game UnitAI for Leader Unit would pretty much be like
scout.
After the "forced peace period" it will simply move to the biggest reachable city and increase
production there as long as AI is at
peace.
If AI is at
war, the leader will be used like a
general.
When regenerated, UnitAI will chose behaviour by "Peace / War ?" again.
General remarks:
Basically this would give another strategic option during Wars because you could explicitely hunt other leaders then.
During peace your leaders are relatively safe.
During war and especially War of Independence, you should really take care of them.
As I said, this feature is not really important to me. (It is just one of the many concepts I had created over time.)
It is quite a lot of work. (UnitAI for Leader and all the rest)
Feedback ? 