Jono
Emperor
- Joined
- May 19, 2004
- Messages
- 1,521
Loyalty System:
1) If a unit has a certain amount of promotions or legendary items, what will stop him from turning against his own kind?
This is where the Loyalty System comes into play. If a unit is loyal enough, he won't turn against his own.
2) What determines a units Loyalty?
The happiness in the city in which the unit was created, the population in the city in which the unit was created, the unit's class, the promotions it received when created and different kinds of buildings.
If a city is unhappy, the Loyalty is obviously lowered. If a city has a lower % of your population, it is more likely to create a hostile unit. For these 2 problems there will be a building that will pick only the most loyal citizens while decreasing the military production. Training Yards and Law spheres will also increase Loyalty.
3) How does an existing unit gather Loyalty points?
Each unit can reveive a random amount of Loyalty points every level up by trying their luck with the Loyalty promotion, but each unit class can prove their loyalty in different ways. For example, defensive units will generate A Loyalty every B turns in a city while offensive units will generate C Loyalty every D kills, recon units will generate E Loyalty for every F tiles away from the capital they've explored every G turns (aslong as they keep on exploring) and so on...
4) Now that we've understood how units gain Loyalty points, how does the system work?
We've covered the fact that units have a certain amount of Loyalty points, well, every promotion and item requires a certain amount of Loyalty points. The unit doesn't actually spend the points, it works like credit card limit, Y is the amount of money remaining before you pass the limit (the overall required Loyalty) and X is the limit (the existing Loyalty). So it's basically Y/X...
5) What happens if a unit has a negative amount of Loyalty?
The unit will take a small group of units with a considerably low amount of Loyalty points and join a hostile civilization. If you are not in contact with any hostile civilizations, your units will become barbarians...
Suggestion for Loyalty system:
Note: Since the actual value of a Loyalty point has yet to be discussed, I have replaced the required amount with X to show the perspective.
Hippus Bounty Hunter Suit (no name, nor backstory yet):
Assassin's Insignia: Allows exploration of rival territory.
Requires ~9X Loyalty.
Leather Boots: +2 Movement (or an ability which pushes the holder forth and the other units in the same tile backwards), +40% Withdraw from combat, March promotion.
Requires ~7X Loyalty.
Leather Gloves (or "Fists of Corruption"): +15% Offense, +65 gold from each kill, allows pushing enemies back a tile (Air magic, collateral damage) will not push into or out of a city.
Requires ~19X Loyalty.
Leather Upperbody: Hero promotion, increases amount of loyalty received over time.
Requires ~3X Loyalty
Leather Lowerbody: Allows a unit to mount a horse (if already a mounted unit, allows you to get on and off the horse), +2 Movement (or a special version of Haste).
Requires ~7X Loyalty.
Full set allows summoning of tornado or something (if possible at all) and an addition of ~X Loyalty requirement. The tornado will obviously cause collateral damage.
Total Required Loyalty: ~56X.
I understand that the AI will have a hard time with this system, but Kael will too ^^
1) If a unit has a certain amount of promotions or legendary items, what will stop him from turning against his own kind?
This is where the Loyalty System comes into play. If a unit is loyal enough, he won't turn against his own.
2) What determines a units Loyalty?
The happiness in the city in which the unit was created, the population in the city in which the unit was created, the unit's class, the promotions it received when created and different kinds of buildings.
If a city is unhappy, the Loyalty is obviously lowered. If a city has a lower % of your population, it is more likely to create a hostile unit. For these 2 problems there will be a building that will pick only the most loyal citizens while decreasing the military production. Training Yards and Law spheres will also increase Loyalty.
3) How does an existing unit gather Loyalty points?
Each unit can reveive a random amount of Loyalty points every level up by trying their luck with the Loyalty promotion, but each unit class can prove their loyalty in different ways. For example, defensive units will generate A Loyalty every B turns in a city while offensive units will generate C Loyalty every D kills, recon units will generate E Loyalty for every F tiles away from the capital they've explored every G turns (aslong as they keep on exploring) and so on...
4) Now that we've understood how units gain Loyalty points, how does the system work?
We've covered the fact that units have a certain amount of Loyalty points, well, every promotion and item requires a certain amount of Loyalty points. The unit doesn't actually spend the points, it works like credit card limit, Y is the amount of money remaining before you pass the limit (the overall required Loyalty) and X is the limit (the existing Loyalty). So it's basically Y/X...
5) What happens if a unit has a negative amount of Loyalty?
The unit will take a small group of units with a considerably low amount of Loyalty points and join a hostile civilization. If you are not in contact with any hostile civilizations, your units will become barbarians...
Suggestion for Loyalty system:
Note: Since the actual value of a Loyalty point has yet to be discussed, I have replaced the required amount with X to show the perspective.
Hippus Bounty Hunter Suit (no name, nor backstory yet):
Assassin's Insignia: Allows exploration of rival territory.
Requires ~9X Loyalty.
Leather Boots: +2 Movement (or an ability which pushes the holder forth and the other units in the same tile backwards), +40% Withdraw from combat, March promotion.
Requires ~7X Loyalty.
Leather Gloves (or "Fists of Corruption"): +15% Offense, +65 gold from each kill, allows pushing enemies back a tile (Air magic, collateral damage) will not push into or out of a city.
Requires ~19X Loyalty.
Leather Upperbody: Hero promotion, increases amount of loyalty received over time.
Requires ~3X Loyalty
Leather Lowerbody: Allows a unit to mount a horse (if already a mounted unit, allows you to get on and off the horse), +2 Movement (or a special version of Haste).
Requires ~7X Loyalty.
Full set allows summoning of tornado or something (if possible at all) and an addition of ~X Loyalty requirement. The tornado will obviously cause collateral damage.
Total Required Loyalty: ~56X.
I understand that the AI will have a hard time with this system, but Kael will too ^^