Originally posted at CivFanatics.
I know this topic has been discussed to death. And, I realize that any discussion on this topic will have little effect on Civ3 in the near term (and perhaps never). However I have come up with I scheme that I think just about everyone would enjoy, and I hope inspires some people working on future expansions. Here goes:
First of all, something needs to be done about the fact that leaders can only be generated though conquest. So, there needs to be other ways to generate leaders. For each civilization trait, there should be a corresponding way to generate a leader (although, ALL civs should be able to generate every kind of leaders).
The above methods describe the leader types that I consider to be aquired through conquest of some form, whether it be militaristic or cultural. The following leaders are aquired through more peaceful methods:
Let me note once more, that ALL civs should have the ability to generate any leader type. However a civ with, for example, the industrious trait, will be more likely to have its workers change into leaders. Same goes for all the other civ traits.
Now, it would be quite boring, not to mention very pointless, if after generating all these different leaders, you had the same options concerning what to do with them. What I have in mind will associate different leaders with different buildings - but now I'm getting ahead of myself. Let me tackle military leaders first, since out of all the types this one is the most unique:
All the other leaders are going to be used to rush certain wonders. Any leader can contribute to any wonder project. However, leaders whose attributes do not match that of the wonder being built (for example a commercially-generated leader rushing the Sistine Chapel), will only be able to donate shields equal to half the number of shields remaining - essentially halving the time it takes to complete a wonder. Leaders generated in a manner matching the wonder being rushed (a commercial leader rushing Adam Smith's Trading Co, or an expansionist leader rushing the Forbidden Palace), will complete the wonder on the next turn (like they do now).
You may notice that there is one last piece of the puzzle remaining. Militaristic wonders will not be able to be rushed by the next turn. To resolve this I propose that military leaders take on two types. Type 1, the type described above, will be a fairly common leader only capable of building armies. Type 2, generated through the same method as type 1 but much more rare, will be like the other leaders (it would rush Sun Tzu's AoW in one turn but only halve the time it takes to complete other wonders).
I have other ideas concerning what leaders may be able to do, but I'd like some input on what I've already said first. Have at it!
I know this topic has been discussed to death. And, I realize that any discussion on this topic will have little effect on Civ3 in the near term (and perhaps never). However I have come up with I scheme that I think just about everyone would enjoy, and I hope inspires some people working on future expansions. Here goes:
First of all, something needs to be done about the fact that leaders can only be generated though conquest. So, there needs to be other ways to generate leaders. For each civilization trait, there should be a corresponding way to generate a leader (although, ALL civs should be able to generate every kind of leaders).
- (Expansionist method) When you aquire a city through cultural assimilation, a leader may appear in that city. An expansionist civ has a 100% chance of generating a leader this way, while others civs have a 50% chance.
- (Militaristic method) Same as always, although I'm also going to propose that leaders generated through different methods have different attributes. More on this in a moment.
- (Religious method) Because religious cultures usually have a higher culture rating than other civs, they are more likely to assimilate nearby cities. So this method would be similar to the expansionist method, however remember that leaders generated in different manners will have different attributes.
The above methods describe the leader types that I consider to be aquired through conquest of some form, whether it be militaristic or cultural. The following leaders are aquired through more peaceful methods:
- (Scientific method) Every time you complete research on an advance that no other civ has yet discovered, you may generate a leader in one of your cities, probably the one with the highest research rating. This may need a little work since, if you're behind in the tech race, you'll never get a leader of this type.
- (Commercial method) Whenever you aquire a resource from a foreign civilization, you may generate a leader in one of your cities with a high commerce rating. If trade pacts are ever introduced, this could also be a good way to generate a leader by the commercial method.
- (Industrial method) Occasionally, one of your workers will spontaneously change into a leader. This way, the more workers you produce, the more likely you are to generate this type of leader.
Let me note once more, that ALL civs should have the ability to generate any leader type. However a civ with, for example, the industrious trait, will be more likely to have its workers change into leaders. Same goes for all the other civ traits.
Now, it would be quite boring, not to mention very pointless, if after generating all these different leaders, you had the same options concerning what to do with them. What I have in mind will associate different leaders with different buildings - but now I'm getting ahead of myself. Let me tackle military leaders first, since out of all the types this one is the most unique:
- (Military leaders) The only kind of leader capable of building an army. Because I would like to see armies more frequently in civ3, this leader should be much easier to generate than the leaders currently in civ3. To maintain balance, however, this leader should NOT be capable of rushing improvements of any kind.
All the other leaders are going to be used to rush certain wonders. Any leader can contribute to any wonder project. However, leaders whose attributes do not match that of the wonder being built (for example a commercially-generated leader rushing the Sistine Chapel), will only be able to donate shields equal to half the number of shields remaining - essentially halving the time it takes to complete a wonder. Leaders generated in a manner matching the wonder being rushed (a commercial leader rushing Adam Smith's Trading Co, or an expansionist leader rushing the Forbidden Palace), will complete the wonder on the next turn (like they do now).
You may notice that there is one last piece of the puzzle remaining. Militaristic wonders will not be able to be rushed by the next turn. To resolve this I propose that military leaders take on two types. Type 1, the type described above, will be a fairly common leader only capable of building armies. Type 2, generated through the same method as type 1 but much more rare, will be like the other leaders (it would rush Sun Tzu's AoW in one turn but only halve the time it takes to complete other wonders).
I have other ideas concerning what leaders may be able to do, but I'd like some input on what I've already said first. Have at it!
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