In several other threads Frogboy has discussed the potential of having On-Level perks/traits skills for cities/champions/etc.
This thread will then be(hopefully) a collection of improvements, ideas, and sound reasoning behind why in a TBS + 4x + RPG the idea of leveling and unit customization should be a wholly embraced and expanded upon feature.
It gives the Player a sense of investment in the welfare of each 'unit'. It allows more synergy at all levels of play(tactical/strategical/economical) It increases replayability. It can easily be managed by an 'Advisor' function for those that don't enjoy the nitty-gritty.
Sovereign(Obviously) - as the Avatar or Main Char of his own Kingly/Imperial story Champions - the Supporting Cast and your Generals/Governers Cities - To guide the growth of your empire in the direction you are most happy with Spell books - Would allow a greater variety of skills/abilities/wildcards without making a Caster OP if they also had to weigh Gain-Time instead of just cherrypicking favorite spells. Possibly Special Units/Scions
Which brings out the question how
The Sovereign class would level just as now perhaps with some modification for xp split with combat classes. The Secondary Class would play out a bit differently. Because to be frank it makes no sense to become a better merchant by killing ppl . Merchant - xp by kingdom/empire profitability and financial acheivements. Perks of better trade foreign and domestic, improved caravans, and more return on financials. Warlord - xp by leadership/troop success. Better morale perks, maybe even upgraded fortifications and prebattle placements at high levels Royale- xp by prestige and city size(my empire is bigger than yours ). Perks of special units or diplomatic advantages(you get 25% more than the other guy from deals)? Farmer - xp by food :}. Perks of better food efficiency. Possibly 'secret gardens' appear for him. Etc.
Merchant - xp by kingdom/empire profitability and financial acheivements. Perks of better trade foreign and domestic, improved caravans, and more return on financials. Warlord - xp by leadership/troop success. Better morale perks, maybe even upgraded fortifications and prebattle placements at high levels Royale- xp by prestige and city size(my empire is bigger than yours ). Perks of special units or diplomatic advantages(you get 25% more than the other guy from deals)? Farmer - xp by food :}. Perks of better food efficiency. Possibly 'secret gardens' appear for him. Etc.
Thus the 'personality' of the of it ruler would to a degree guide the empire.
Champions - The Warrior/sorcerer/thief/priest of RPG lore. They would emphasize Combat in the tactical view. Warrior - perks of def/hp/defend others Thief - acquisition of others items and rapid combat movement perks. "Your HP or your GP!" Sorcerer - perks toward becoming a mini-'tactical only'-soveriegn Etc.
Warrior - perks of def/hp/defend others Thief - acquisition of others items and rapid combat movement perks. "Your HP or your GP!" Sorcerer - perks toward becoming a mini-'tactical only'-soveriegn Etc.
2. Governor - The merchant/loremaster/engineer/farmer. Special ability appoint, assigning 1 Governer to each city. Thus assigned he/she would gain xp and levels based on the city performance in the governing category.
Merchant - city only cost reductions, more gildar from city and pop. Engineer - production, less to build units/buildings, better fort Loremaster - research, chance of rare unlock, forbidden lore, etc
Recommend 2 splits with X categories at first split at level 2 and 2 at second at 4. (names are just silly examples) Population: Grand City -> Population: Metropolis || Prestige: Capital Food: Farm belt -> Food: Agropolis || Military: Provisioning center Military: Warcamp -> Defense: Bastion || Offense: Warbase
Population: Grand City -> Population: Metropolis || Prestige: Capital Food: Farm belt -> Food: Agropolis || Military: Provisioning center Military: Warcamp -> Defense: Bastion || Offense: Warbase
Upon leveling Cities would get 'points' to spend just like anything else, based on class. Would also gain special structures as well maybe.
Will make more later... need to think!
So please fill in pros/cons and ideas you think are better while I arrange spells in my head.
Example Governer:
Level 1: Bob gives the city he is in + 2 food(like current) Level 2: Choice between 2 skills: Frugal(-10% food requirement for all buildings in his city) OR Composting(+1 food per production facility in city) Level 3: Frugal/Composting 1(i.e. rank 2 is locked till level 4) OR Rotation(+10% more food productions Level 4: Rotation/Frugal/Composting 2 available Level 5: Hardy Wheat(Adds a Wheat resource with 4 food with 0 tile cost to city) Level 6: Provisions Pack(Adds troop regen to all troops) Level 7: Waste Not Want Not(City gains food bonus based on population Etc.
As you can see, with a little fleshing out of skill trees, you would care as much about Bob and his levels as you would about Jane the Adventurer who is leading 1 of your armies. Losing Bob or Jane would be a major PITA, although more recoverable than the Sovereign.
That level of concern and customization is what differentiates RPGs and 4x's. A good example would be the Capital ships in Sins. I went ballistic whenever I lost a Level 6 or higher capital ship, but you could raze 2 planets and get a 'meh'.
Sounds great. Mutually exclusive abilities and/or limited points - so you could never get all the good traits, but careful choice could enable you to mold your Sovereign, warrior, non-combat NPC, city etc. the way that suits you and your overall goals.
Best regards,Steven.
On the topic of Spell books, I know Brad mentioned this: Book Levels
Having Levels to the books could also be a way to enhance or expand upon the specialist: I.E. Aquamage/Firemage
Level 1 Fire: +Burning: 1 damage a turn for Int/5 turns Level 2 Fire: Increased area to fire spells Level 3 Fire: Strengthens all fire spells by multiplying Int by 1.25 when casting fire magic. Etc.
Just some ideas. Feel free to add more.
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