Why only develop great leaders through combat? And why only apply them to armies or rushing wonders? Why not develop great leaders through negotiation (Benjamin Disraeli)? Or through political strife (Ghandi)? Or through monetary expertise (Randolph Hearst)? Or through political maneuvering (Teddy Roosevelt)? Or through scientific achievement (Einstein, Edison, Carver)? And why not have them affect other things in the game like reducing unrest or speeding research or adding a city or boosting a cities population? Great leaders come in all types in the real world.
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There is a thread in the strategy section, but not one here in the discussions for PTW. PTW would be a great time to enhance the game with modifications to the ways that GLs can be spawned and affect the game.The ultimate military operation is formless.
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The best way to implement this would be through culture. More culture increases your chance of getting a leader. Actually, this gives us a chance to change the entire concept of leaders. Here's my idea:
There are 6 different types of leaders, one for each civ-specific trait. Having a particular trait increases your likelihood of getting the corresponding leader type.
Militaristic: Received the normal way. Can create an army.
Industrial: Received through high production or something similar. Can rush-build. There should probably be a limit to the number of sheilds it gives, so as not to be unbalancing.
Scientific: Received through high science or lots of science buildings or something similar. Can rush a tech.
Religious: Received through high culture or lots of religious buildings or something similar. Can create a "Renaissance" during which you get lots of culture.
Expansionistic: Received through lots of exploration or something. Can go exploring and reveal a large, unknown portion of the map.
Commercial: Received through lots of trade routes (see the Naval Combat Suggestions thread). Can make a city a "trade magnet" so that trade routes try to go through it (within reason). Again, see the naval suggestions thread.
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Originally posted by skywalker
The best way to implement this would be through culture. More culture increases your chance of getting a leader. Actually, this gives us a chance to change the entire concept of leaders. Here's my idea:
There are 6 different types of leaders, one for each civ-specific trait. Having a particular trait increases your likelihood of getting the corresponding leader type.
Militaristic: Received the normal way. Can create an army.
Industrial: Received through high production or something similar. Can rush-build. There should probably be a limit to the number of sheilds it gives, so as not to be unbalancing.
Scientific: Received through high science or lots of science buildings or something similar. Can rush a tech.
Religious: Received through high culture or lots of religious buildings or something similar. Can create a "Renaissance" during which you get lots of culture.
Expansionistic: Received through lots of exploration or something. Can go exploring and reveal a large, unknown portion of the map.
Commercial: Received through lots of trade routes (see the Naval Combat Suggestions thread). Can make a city a "trade magnet" so that trade routes try to go through it (within reason). Again, see the naval suggestions thread."What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet
"It's easy to stop making mistakes. Just stop having ideas." Unknown
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Originally posted by skywalker
The best way to implement this would be through culture. More culture increases your chance of getting a leader. Actually, this gives us a chance to change the entire concept of leaders. Here's my idea:
There are 6 different types of leaders, one for each civ-specific trait. Having a particular trait increases your likelihood of getting the corresponding leader type.
Militaristic: Received the normal way. Can create an army.
Industrial: Received through high production or something similar. Can rush-build. There should probably be a limit to the number of sheilds it gives, so as not to be unbalancing.
Scientific: Received through high science or lots of science buildings or something similar. Can rush a tech.
ForReligious: Received through high culture or lots of religious buildings or something similar. Can create a "Renaissance" during which you get lots of culture.
Expansionistic: Received through lots of exploration or something. Can go exploring and reveal a large, unknown portion of the map.
Commercial: Received through lots of trade routes (see the Naval Combat Suggestions thread). Can make a city a "trade magnet" so that trade routes try to go through it (within reason). Again, see the naval suggestions thread.
Imagine: Tomas Addison - Hero of Electricity, Scientific
Another idea: Let Heroes makes only Small wonders! No army.
a few Small wonders maight build only Hero. No shields.
For example SM Newton's College, Sun Tsu, Leonardo, in addition General Stuff (or somethig) may build Armies. Military Academy -> half cost of Army.Last edited by Imp. Montezuma; June 6, 2002, 21:42.
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