rongo
Chieftain
Originally posted at the RoM main forum
I would like to share with You with my project. Its still at concept stage (+ probability/mechanics testing on excel), where i fear it will stay - as i dont have the time needed to finish it (my baby daughter is a blackhole of time ).
The Election ModMod for RoM2.7
The main and only element of this projct is to simulate the changes of all civs leaders on their civics basis. There is ascension and hairitage for kings, and elections for president, as well as self-placement for dictators.
This is the idea:
1. Mechanics
Each leader has a specified time before the next one has to emerge, the type of the leaders (despotic/monarchistic/democratical/dictator) has impact on the time he stays and how the next one emerges. Its calculated for the longest gametime on RoM.
1.1. Despotic/Tribal type of leader change
1.1.1. Duration
5 turns safe-time, then:
[%value of unhappy citizens + 15%]+[2%per turn] chance for election/ max. time is always 30 turns - this represents the chance that a leader who has many enemies (i know that this is not exactly represented by the unhappy citizen percentage, but there is no other simmilar factor) passes away faster. I think this represents the unstability of this type.
1.1.2. Leader choose
(75%/ chance for 1 copied heir* or 25% for 1 random leader) + 2 random leaders + 3 hidden and random ones. Copied heir is the "first born" who was raised by his parent to reflect him (the same leader but with next index number) he has 75% chance to be the reflection of his parent, the second two leaders represent the leaders other kin - this gives the leader a way to influence his nations next steps. The two hidden are usurpators - who will try to take the power.
The choice mechanics is counted like this
100% - [%value of unhappy citizens + 33%] chance of successful choice (this reflects the leaders influence on the nation and the probability of his will to be executed, the 33% is to contrast it with heritage where the children actually HAVE the right to the throne)
If the test is failed
70% chance to be picked randomly from lot (3 heirs + 2 usurpators - this represents the fight for power between the closest kin and the usurpators)
If this test is also failed - the choice is random from all available leaders (the emerging of a completely new leader)
1.2. Heritage type of leader change
1.2.1. Duration
5 turns safe-time, then [%value of unhappy citizens] +[2%per turn] chance for election/ max time is 30 turns
1.2.2. Leader choose
(75%/ chance for 1 copied heir* or 1 random leader) + 3 random leaders + 1 hidden and random ones. Copied heir is the "first born" who was raised by his parent to reflect him (the same leader but with next index number), the second three leaders represent the leaders other kin - what gives the leader a way to influence his nations next steps. One hidden leader is an usurpator.
100% - [%value of unhappy citizens] chance of successful choice (this reflects the leaders influence on the nation (by choosong his own blood) and the probability of his will to be executed)
If the test is failed
85% chance to be picked randomly from lot (4 heirs + 1 usurpator - this represents the fight for power between the closest kin and the usurpator)
If this test is also failed - the choice is random from all available leaders (the emerging of a completely new leader)
1.3. Democratic election type of leader change
1.3.1. Duration
10 turns safe-time, then election (still considering if variability is needed in this matter)
1.3.2. Leader choose
1 manualy choosen candidate (from all available - he is the one who is favoured by the former one, can be the same - one-time reelection) + 4 random ones.
The one with the most votes win. How I would like it to work?
Total number of votes= summarized citysize of all of the nations cities + 35% (15% + 20%) see below.
[Player/AI has the 15% of votes*] + [each city generates the citylevel number of votes**] + [random 20%votes***]
*- the influence of the former president
**- votes are generated on the basis of the greatest unhappy reason for this city, beeng anwserd by a trait of one of the leaders (if a city of size 10 has 30% unhappynes from "health" matters and 29% "something different" - the leader whos trait gives health is getting 10 votes) - still to figure out (but seems to work on excel testing)
***- the "other" factors
B]1.4. Dictatorship/ Communist
1.4.1. Duration[/B]
8 turns safe-time, then 20% +2% per turn chance for leader change
The dictative gov./communist party is emphasizing on building up the leaders image and will not change him to often.
1.4.2. Leader choose
Player/AI chooses 1 of 5 randomly chosen from All aggressive/militaristic leader types
75% chance for Your candidate / 25% for random from all aggressive/militaristic types
B]1.5. Religious/papacity
1.5.1. Duration[/B]
5 turns safe time, then 5% [+4%per turn] chance for election (lets be honest, mostly "the boss" has to die for a leader to change)
1.5.2. Leader choose
Randomly from cultural/religious types
2.How to differ leaders?
System to “index number” the ongoing instances of a leader. f.e. Kublai Khan the 1st/2nd/3rd… (not sure if needed). (what to do with allredy "indexed" ones like Louis? What to do with “Stalin the 245th” appearence?) – if not applied how to differ them and prevent from double appearing
3.Additional consequences/possibilities ("to do" for later)
A leader can be assassinated – a high cost and risky spy mission – consequences: faster elections, chance for anarchy (the more “primitive/weaker” government type the greater chance), war if assassins nationality is discovered.
Random event – leader died on sickness (less chance on higher-level healthcare civics, from 1-15%)
“We like/dislike Your leader” system to dynamize relations depending on leader traits. Leaders with the same traits get +2 relation for each identical trait(+2 because of smaller probability of having 2 identical traits)– they understand each other better; and -1 for each trait that is not the same (not much – I don’t think it should be a main factor, but only a slight difference that is totally player uncontrolled). I think Stalin should be a little dissapionted on Ghandi…
Able to build a monument (national wonder) to certain leaders – the ones that have been leaders for a long period?
Heritage opens new dynamics by marriage beetween nations - if some civic types will be the same and high posotive relations - there could be a probability of merging the territories via diplomacy (a diplomatic marriage).
In heritage and despotism - there could be a risk that a city could shizm (unhappy or with a high revolt counter) and wage war. Or at least some anarchy - depending on the government "strength".
4.Problems / dead ends
Do the players get to name their leader?
Random traits - at first i thought to create an inside database of leaders and their trais to make it easier to work the mechanics - but this will NOT allow to choose the random traits option on gamestart?
The democratic elections are so complicated – because I think its reasonable that the elected leader should reflect the needs of his people. The main problem is that im not sure how to reflect the need for military units (bind with revolutions component?), building new wonders and other traits that are not directly reflected by the unhappiness types. Maybe the “Its too crowded” should add a random need?
.....
I can give away all notes made to this point, with no credit - just would like to see it working (or not working ;{ )
What say You?
I would like to share with You with my project. Its still at concept stage (+ probability/mechanics testing on excel), where i fear it will stay - as i dont have the time needed to finish it (my baby daughter is a blackhole of time ).
The Election ModMod for RoM2.7
The main and only element of this projct is to simulate the changes of all civs leaders on their civics basis. There is ascension and hairitage for kings, and elections for president, as well as self-placement for dictators.
This is the idea:
1. Mechanics
Each leader has a specified time before the next one has to emerge, the type of the leaders (despotic/monarchistic/democratical/dictator) has impact on the time he stays and how the next one emerges. Its calculated for the longest gametime on RoM.
1.1. Despotic/Tribal type of leader change
1.1.1. Duration
5 turns safe-time, then:
[%value of unhappy citizens + 15%]+[2%per turn] chance for election/ max. time is always 30 turns - this represents the chance that a leader who has many enemies (i know that this is not exactly represented by the unhappy citizen percentage, but there is no other simmilar factor) passes away faster. I think this represents the unstability of this type.
1.1.2. Leader choose
(75%/ chance for 1 copied heir* or 25% for 1 random leader) + 2 random leaders + 3 hidden and random ones. Copied heir is the "first born" who was raised by his parent to reflect him (the same leader but with next index number) he has 75% chance to be the reflection of his parent, the second two leaders represent the leaders other kin - this gives the leader a way to influence his nations next steps. The two hidden are usurpators - who will try to take the power.
The choice mechanics is counted like this
100% - [%value of unhappy citizens + 33%] chance of successful choice (this reflects the leaders influence on the nation and the probability of his will to be executed, the 33% is to contrast it with heritage where the children actually HAVE the right to the throne)
If the test is failed
70% chance to be picked randomly from lot (3 heirs + 2 usurpators - this represents the fight for power between the closest kin and the usurpators)
If this test is also failed - the choice is random from all available leaders (the emerging of a completely new leader)
1.2. Heritage type of leader change
1.2.1. Duration
5 turns safe-time, then [%value of unhappy citizens] +[2%per turn] chance for election/ max time is 30 turns
1.2.2. Leader choose
(75%/ chance for 1 copied heir* or 1 random leader) + 3 random leaders + 1 hidden and random ones. Copied heir is the "first born" who was raised by his parent to reflect him (the same leader but with next index number), the second three leaders represent the leaders other kin - what gives the leader a way to influence his nations next steps. One hidden leader is an usurpator.
100% - [%value of unhappy citizens] chance of successful choice (this reflects the leaders influence on the nation (by choosong his own blood) and the probability of his will to be executed)
If the test is failed
85% chance to be picked randomly from lot (4 heirs + 1 usurpator - this represents the fight for power between the closest kin and the usurpator)
If this test is also failed - the choice is random from all available leaders (the emerging of a completely new leader)
1.3. Democratic election type of leader change
1.3.1. Duration
10 turns safe-time, then election (still considering if variability is needed in this matter)
1.3.2. Leader choose
1 manualy choosen candidate (from all available - he is the one who is favoured by the former one, can be the same - one-time reelection) + 4 random ones.
The one with the most votes win. How I would like it to work?
Total number of votes= summarized citysize of all of the nations cities + 35% (15% + 20%) see below.
[Player/AI has the 15% of votes*] + [each city generates the citylevel number of votes**] + [random 20%votes***]
*- the influence of the former president
**- votes are generated on the basis of the greatest unhappy reason for this city, beeng anwserd by a trait of one of the leaders (if a city of size 10 has 30% unhappynes from "health" matters and 29% "something different" - the leader whos trait gives health is getting 10 votes) - still to figure out (but seems to work on excel testing)
***- the "other" factors
B]1.4. Dictatorship/ Communist
1.4.1. Duration[/B]
8 turns safe-time, then 20% +2% per turn chance for leader change
The dictative gov./communist party is emphasizing on building up the leaders image and will not change him to often.
1.4.2. Leader choose
Player/AI chooses 1 of 5 randomly chosen from All aggressive/militaristic leader types
75% chance for Your candidate / 25% for random from all aggressive/militaristic types
B]1.5. Religious/papacity
1.5.1. Duration[/B]
5 turns safe time, then 5% [+4%per turn] chance for election (lets be honest, mostly "the boss" has to die for a leader to change)
1.5.2. Leader choose
Randomly from cultural/religious types
2.How to differ leaders?
System to “index number” the ongoing instances of a leader. f.e. Kublai Khan the 1st/2nd/3rd… (not sure if needed). (what to do with allredy "indexed" ones like Louis? What to do with “Stalin the 245th” appearence?) – if not applied how to differ them and prevent from double appearing
3.Additional consequences/possibilities ("to do" for later)
A leader can be assassinated – a high cost and risky spy mission – consequences: faster elections, chance for anarchy (the more “primitive/weaker” government type the greater chance), war if assassins nationality is discovered.
Random event – leader died on sickness (less chance on higher-level healthcare civics, from 1-15%)
“We like/dislike Your leader” system to dynamize relations depending on leader traits. Leaders with the same traits get +2 relation for each identical trait(+2 because of smaller probability of having 2 identical traits)– they understand each other better; and -1 for each trait that is not the same (not much – I don’t think it should be a main factor, but only a slight difference that is totally player uncontrolled). I think Stalin should be a little dissapionted on Ghandi…
Able to build a monument (national wonder) to certain leaders – the ones that have been leaders for a long period?
Heritage opens new dynamics by marriage beetween nations - if some civic types will be the same and high posotive relations - there could be a probability of merging the territories via diplomacy (a diplomatic marriage).
In heritage and despotism - there could be a risk that a city could shizm (unhappy or with a high revolt counter) and wage war. Or at least some anarchy - depending on the government "strength".
4.Problems / dead ends
Do the players get to name their leader?
Random traits - at first i thought to create an inside database of leaders and their trais to make it easier to work the mechanics - but this will NOT allow to choose the random traits option on gamestart?
The democratic elections are so complicated – because I think its reasonable that the elected leader should reflect the needs of his people. The main problem is that im not sure how to reflect the need for military units (bind with revolutions component?), building new wonders and other traits that are not directly reflected by the unhappiness types. Maybe the “Its too crowded” should add a random need?
.....
I can give away all notes made to this point, with no credit - just would like to see it working (or not working ;{ )
What say You?