Choosing opponents should just use the advanced screen.
Sovereign Customization:
Sex: Male or Female
Base Attributes:
All default to 10. You get 10 points to add from this. Each point over 10 represents a 10% bonus to whatever it is applied to. So a strength of 11 would be Attack = Base Attack X (11/10).
· Strength (helps with attack)
· Intelligence (helps with spell learning)
· Wisdom (helps with spell casting cost in terms of mana)
· Charisma (helps with Diplomacy)
· Dexterity (helps with defense)
· Constitution (helps with HP)
Triggered events would make use of these to provide additional options.
History: (pick 1)
· Mason. (provides construction bonus in cities he’s in, gains access to unique tech)
· Warlord. (increases combat effectiveness of army he is with, gets special equipment)
· Merchant. (increases wealth produced in city he is in, gains access to special improvements).
· Bard. (increases moral of any army he is with, heroes easier to recruit)
· Swindler. (gets bonuses added to trade treaties)
· Assassin. (bonus to initial attack)
· Thief. (more loot after battles)
· Adventurer. (more and better goodie huts)
· Hunter. (“game” food resource becomes available)
Talents
· Brilliant. Increases research in any town he is in.
· Diplomatic. Increased diplomatic ability.
· Shrewd. Superior at negotiating deals.
· Lucky. Random events go your way more often.
· Organized. Decreases movement penalty for larger armies.
· Intimidating. Decreases enemy morale in combat.
· Natural Leader. Increases morale of friendly army in combat.
· Hardy. Bonus to HP.
· Tracker. Movement penalties reduced for going through rough terrain.
· Naturalist. Starting position slightly nicer.
Weaknesses (give points back to pick more items)
· Stubborn. Is more likely to not escape from a battle that goes badly.
· Unlucky. Random events tend to not go your way.
· Blunt. Increases difficulty in recruiting allies.
· Insane. Prestige of any city he is in is lower.
· Cruel. Morale of armies he is with is lower.
· Ugly. Fewer children
· Inefficient. Provides construction penalty in cities he’s in.
· Clumsy. Movement penalty in rough terrain increased.
· Outcast. Starting position slightly worse.
Additional traits and training can be picked up during quests in game.
I don't see how adding general bonuses to your nation based on your character sheet, while still being a Hero is not fun. Nevertheless, if it is game over if your ruler dies, then I believe you would like to keep your Channeler safe, wouldn't you? While he is safe inside his castle or traveling 'round the country, he would be Governing the whole thing because, well, he is the ruler and not some empowered peasant. Unless you like Decentralization and allow your towns to produce whatever they want, but then you wouldn't have anything you want done.
The system is fine for multiplayer games where balance is key. But by your own admission you expect most people to play single player. In single player games it will be more fun if opponent AI "styles" are hidden from the player at initiation.
Second, I would much rather my soverign gain traits, achievements, and weaknesses based on in game decisions or occurences. I would much rather take on quests that force me to choose between military vs economy; or exploration vs research. I would like to win a battle with inferior troops and be labeled a tactician. For example: your soverign or decendant is severly damaged in battle but survives and gains the "tough nut" trait that increases their armor rating by 100% when health is below 25%. This is the type of situational bonuses that add real flavor and YOU the player can remember when you earned this reputation.
I don't see this as mutually exclusive with choosing a trait or traits as part of starting a new game. Think of MoM spell books as an analogy: your initial picks go a long way to defining your wizard, but you definitely remember how hard it was to take that node guarded by a Great Wyrm and how awesome it was to get that book that let you research Wind Walking.
As others have mentioned I love how this is starting to shape up.
As an additional suggestion I'd like to see the History be chosen for you, where you have no choice in this as it is your history or how you were raised. However, faction should play some of a role here. For example, you take a faction known for Diplomacy, chances are that the histories tied to that have a better chance of appearing while the others less so. So Bard, Assassin, and Swindler might come up more, while Warlord would happen much less often. In addition that choice changes your attributes. In your example you give us 10 points to use, instead only allow 5, with 5 having been used based upon the history that was chosen for you. Thus, you don't have any control of your history previous to the start of the game, but going forward you can choose how to go from there with your talents and weaknesses, etc.
Your idea has merrit, but, I think I'd rather have full control over where my attribute points go.
If theres going to be points i'd like to have the choice as well, though i'm a little confused as to how an almighty channeler would have a history so... normal? i guess is what i'm trying to say?
does the story go something like this?: A hunter walks into the woods, and near the crystal shard that the villagers worship is a baby born of nothing but pure magic... of course the hunter wouldn't know this yet and so he takes the baby home to his wife whos been trying to have a baby but couldn't (thats how these stories go ) And so the hunter raises the boy/girl who will one day be an almighty channeler in the ways of hunting? Ok thats gotta be it
Oh, and I love the idea for weaknesses, definitely a necessity, thanks for the update Frogboy!
OK, so I'm late to the party. My $.02
What if the channeler could directly impart is Essence into is city and all cities he creates at a cost of AP from the start?
Basically, instead of being a merchant, giving a bonus to trade, or warlord that gives bonus to the units stacked with him, he gives all units in his cities created from him essence (captured cities don't count)
These bonuses could be on the unit level,
+ faster healing
+ strong base units
+ natural ability to craft magic weapons
or they could be a the civic level
+ mana/research
+ construction time
+ natural magical defences
Now obviously, the bonuses can't be as large as the channeler bonus, or no one would bother picking them ( for an equal amount of AP, the builder trait would provide 25% faster constriction for the town the channeler is in versus 5% for all towns the channeler creates )
Some people might want to play with the channeler being the central focus of their empire, while others might want to sit back and manage from a distance. This option would give both play types a chance.
I'd personally like to see more modifiers for each category, like a mixed bag of benefits and penalties: soldiers better at fighting but worse at diplomacy, assassins worse at prolonged combat but better at surprise, etc.
But here are some random ideas for additional ones:
Soldier: Better at personal combat. (No bonus to troops.) I'd really love something that would let me make my sovereign a one man army who would rather wade onto the field himself to ruin the opposing force. (Many precidents in Fantasy.) Worse/blunt diplomacy.
Guard: Extra defense to army/cities. Maybe better armor.
Knight: Some honor/political bonuses and combat bonuses, penalties with ranged attacks/limits in combat options.
Archer: Better at ranged combat, worse at melee, etc.
I certainly think we could add more variety both to the selections each, and add more selections though.
A LOT of the traits just don't make sense.
1.Ugly- less children.
Since when has being ugly prevented a rich and powerful leader from producing children?
2. Inefficient- construction penalty for city your sovereign is in.
So when he leaves the city, it works better? How does that work? Wouldn't he stop adding(or taking away in this case) to the construction process after seeing how much of a problem his contribution is? Maybe you could combine traits, such as arrogance AND innefficiency to create this effect, but just being inefficient doesnt make sense in regards to producing the consequence described above. Sovereign SPECIFIC actions should be less efficient, not tasks that say, a general or lord of a city could handle.
Just becuase you married into power doesn't mean you have to sleep with it to use it. Though I see the Fallen as being more likely to either care less about appearence or careless less about what the spouse wants.
The other way to put it is unless its forced or a requirement of the marriage - An attractive channer will get more rolls to have kids than an unattrative one.
Edit: gah need to proof read.
A beautiful Sovereign surely has better chances of bastards than an ugly one (let's ignore for now the monetary power part, or the charisma one).
I say change the name of the trait from "Ugly" to "Impotent" and leave it at that.
It will allow for some interesting player decisions...
There will be the "manly" players that will adamantly avoid the "Impotent" trait like the plague.
And then, there are the power gamers that will sell the very "soul" of their channeler to minmax..., to obtain every possible advantage.
Base Attributes: All default to 10. You get 10 points to add from this. Each point over 10 represents a 10% bonus to whatever it is applied to. So a strength of 11 would be Attack = Base Attack X (11/10). The wording is a bit unclear, will the stats also contribute to the empire? Or just the Channeler?
History:· Hunter. (“game” food resource becomes available) Historicly this seems off. Hunting is the most primitive form of food gathering aside from grazing, whether its humans or animals. Perhaps you get more food for "game" food resources?Talents:· Naturalist. Starting position slightly nicer. This and the Outcast weakness seem to be lacking the longevity of their counterparts. Perhaps in addition to the nicer starting position you also gain some kind of bonus. Outcast could take a diplomacy penalty. This would give them a more lasting impact.Weaknesses: Insane and Inefficient all should be kingdom wide, Cruel will depend on combat, and how armies are made but it too should most likely be kingdom wide. Ugly should simply be renamed to Impotent as someone suggested.· Insane. Prestige of any city he is in is lower.· Cruel. Morale of armies he is with is lower.· Ugly. Fewer children· Inefficient. Provides construction penalty in cities he’s in.
I'm not saying Unique is what makes them overpowering. Their very nature makes them over/under powered.
Weapons and techs tend to be useful at a specific level of the game.
I.e. starting the game with "Swords" would be awesomely powerful. In late game... who cares? Pick a building, pick a tech, all the same.
But having +1 or a % of a stat will always make you that much better whether in early or late game.
Personally I also find it quite lame when someone has a special tech because of being "them" that nobody else can have in a 4x game. Depending on its usefulness it will either feel like a cheap tactic or a stupid one. If someone starts with a tech that others can then get later (i.e. Toxic World colonization) then it doesn't feel so cheap than if the Kora were the only race able to colonize toxic worlds in Galciv.
If some groups were to start with the tech... Seafaring for intsnace that I would be all for as it would support a story concept and others would be able to learn that technology for themselves the hard way.
It's hard to tell from the list without much game experience, I get the feeling that these particular characteristics may be missing bonusers for particular playstyles. (Though more could easily be added in.) The general flavor seems good, though.
I'm aklso surprised people are arguing the "ugly" part, since although it isn't a perfect fit it does fit quite well with having less kids.
Why yes, Yes there will.
I think it fits quite well myself.
Maybe an alternate mechanic for the complainers would be that it causes you to get married later in life? This would reduce the overall amount of time you'd have to produce children and not let you get the jump start on placing the firstborn, etc.
Emphasis mine.
I was under the impression that death = game over. This trait would seem to make death and game over more likely. This doesn't seem like much of a drawback. Game over leads to a re-load where escaping from a battle that goes badly lets the game go on with loss of troops and what not. A drawback trait that leads directly to re-loads if something goes wrong doesn't make sense to me. If I have misunderstood, please correct me.
Looking good, though I still really like the idea of simultaneously positive/negative traits for more definition (to accompany the other strengths/weaknesses). History in particular adds a little flavor, which is the one place I feel Stardock's otherwise brilliant games have sometimes struggled. MoM indicated ranks with books, and it was a nice touch. Can you get away with that as a nice homage without any fear of "those who sat their lazy tushies on the MoM license and also butchered distribution and marketing for the D&D franchise?" (El furtively looks around for Atari's legal department) Failing that, maybe something like staves, or orbs, etc.
Lol!
1. You could marry for power, but I doubt you would as eager for the "act" if you don't find your partner attractive. Sure if your husband can level citys with the power of his mind, you probably would agree to try for childeren, but only when he propose it.
2. As for this, maybe all sovereigns give a bonus for construction in any city he's in, but an Inefficient one give a smaller bonus?
I agree with this. All Sovereign specific construction, research, gold, farming (city related) penalties should not actually be penalties but simply smaller bonuses, and the other side of the coin should be even bigger bonuses. A sovereign's presence in a city should give nothing but bonuses.
The only exception I could see would be if the sovereign picked a talent like "touch of death" which causes discontent/unrest/prestige penalty (whatever) to citizens.
I think "ugliness" should make it harder for one to be married off, but the name would be more important (if we do get lords and lady of a court, this could be the prestige of the city they are in! ). You know, I could swear that in some journal entry a long time ago Frogboy said something about having uglier daughters would make them harder to marry off... Im almost positive... hold on, I'll post and be back
A channeller with the "impotent" trait should get "alchemical potion d'viagra" in their research tree.
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