I was thinking about a concept for a game (based somewhat on the MOO3 stuff I was reading) and I realised it might be possible to apply it to GGS (subject to heavy flaming for me lol).
Anyway, you as the player are in fact the force of a nation, sort of the will and driving force of that nation. You don't directly play the leader, but the nation has a leader, several leaders infact.
Because the game (typically) is played over long periods of time, real leaders which grow old and die could be incorperated, and one part of your job could be to manage these leaders.
You could choose an overall leader, i.e dictator, president etc. And also leaders to run specific parts of the emipre, finances, resources etc. Maybe even a leader or more per region (though that would probably prove excessive).
I see leaders have having 2 roles really, the main role is to simply give bonuses in their area, depending on the type of leader you choose - so if you chose a defensive military leader, you'd get bonuses when defending. The second role of a leader is to help run the nation when you're not around, and this is the interesting bit I think...
It's already been said that for long term games, when the player is offline, the AI would need to run the country - well this would give a player to kind of direct his nation whilst he is not around, by choosing a specific kind of leader for each area, he could expect the continious running of his country in a way that follows that leaders attributes.
So, for example - if you told your military leader to play it cautious, and you were invaded, he might only try to reduce his loses, and simply play for time - holding off the enemy. But if you tell him to be aggressive, he might role in the big guns in an attempt to rid your nation of the enemy, but wouldn't go on the offensive (that's your job
)
Other leaders I invisige include the Resource Leader, who manages resources (so might liase with the Trade Leader if your foundries are running low on coal) or may indeed look for ways to increase production when it's needed.
I think they'd be around 8-10 leaders for you to manage, each growing old and dying of course - but being automatically replaced when they die to save you the problem of being offline, and losing all military control.
You could of course replace a leader at any time, but that would reduce
effeciency - making it difficult to constantly change leaders.
The overall leader, dictator, president or whoever would be there as a guiding power, bringing bonuses depending on his/her character and skills.
IMHO this leader thing covers 2 obvious problems;
1. Who you are, as you can now live forever!
2. Helping players to manage their empires in the way of their choice when they're offline.
ideas, complaints, insults etc. please
[This message has been edited by chrispie (edited April 17, 2001).]
Anyway, you as the player are in fact the force of a nation, sort of the will and driving force of that nation. You don't directly play the leader, but the nation has a leader, several leaders infact.
Because the game (typically) is played over long periods of time, real leaders which grow old and die could be incorperated, and one part of your job could be to manage these leaders.
You could choose an overall leader, i.e dictator, president etc. And also leaders to run specific parts of the emipre, finances, resources etc. Maybe even a leader or more per region (though that would probably prove excessive).
I see leaders have having 2 roles really, the main role is to simply give bonuses in their area, depending on the type of leader you choose - so if you chose a defensive military leader, you'd get bonuses when defending. The second role of a leader is to help run the nation when you're not around, and this is the interesting bit I think...
It's already been said that for long term games, when the player is offline, the AI would need to run the country - well this would give a player to kind of direct his nation whilst he is not around, by choosing a specific kind of leader for each area, he could expect the continious running of his country in a way that follows that leaders attributes.
So, for example - if you told your military leader to play it cautious, and you were invaded, he might only try to reduce his loses, and simply play for time - holding off the enemy. But if you tell him to be aggressive, he might role in the big guns in an attempt to rid your nation of the enemy, but wouldn't go on the offensive (that's your job
)Other leaders I invisige include the Resource Leader, who manages resources (so might liase with the Trade Leader if your foundries are running low on coal) or may indeed look for ways to increase production when it's needed.
I think they'd be around 8-10 leaders for you to manage, each growing old and dying of course - but being automatically replaced when they die to save you the problem of being offline, and losing all military control.
You could of course replace a leader at any time, but that would reduce
effeciency - making it difficult to constantly change leaders.
The overall leader, dictator, president or whoever would be there as a guiding power, bringing bonuses depending on his/her character and skills.
IMHO this leader thing covers 2 obvious problems;
1. Who you are, as you can now live forever!
2. Helping players to manage their empires in the way of their choice when they're offline.
ideas, complaints, insults etc. please

[This message has been edited by chrispie (edited April 17, 2001).]
No, I undestand now, and agree with you. I escpacialy like the region-different part. So that you can set the future of each region independantly of each other..

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