Does anybody give their heroes this? I convert mine into mages.
Changes to 'governor should focus more on effeminacy, and indirect/situational bonuses to cities.
Though something like "Training Regimen - Trained unit (either a random one, or all of them) stationed within the same city gains 1 exp/turn" or "Wall builder - Units defending stationed city gain +Defense", to make 'govenour an asset in defending.
I keep mentioning more abilities, because I want them haha, "Minute Men - Summons a group of city militia" tactical only, maybe two groups, whatever it takes for balance.
I point out combat styled traits because at the present without putting him in danger he wont level, also sitting in your capital is a waste of an investment. I'd like to see 'Governor traits make it a viable unit path for Kraxis, who can be quite comfortable in sitting back turtling. So maybe some kind of food bonus, "Rationing I - +5% Food". Bigger cities more defense bonus. But I'm not sure how that will react when the 'Gov leaves (Do the people die off?)
You sure you mean effeminacy? Because, I mean, we could give them all traits for Interior Decoration and Hairstyling, but somehow, I don't think that's quite what you had in mind.
IIRC, Governor wastes upgrades on things like lowering city unrest, which already zeroes very easily so can't get any lower than that.
Indented. *Crosses arms*
This was a right clicky dictionary screw up. I meant efficiency if it wasn't obvious, but unlocking some additional hair styles and less drab background screens could be beneficial .
Maybe we add negative unrest, conveniently "efficiency" (shh), minute bonuses to production and research based on the 'governors unrest bonuses only.
I think you should write all your suggestions down and at some point put all the abilities in a post somewhere, if nothing else I am sure it would be picked up by the lone modder looking for ideas .
as always, thumps up for being creative, creativity sparks creativity.
Sincerely~ Kongdej
ideas for Abilities for Path of the Gov. Heroes
* Retired from Adventuring (-2 hp per level, +# xp per season when stationed in town)
* Politician (+influence per turn when stationed in a town with Town hall; chance per turn to spawn civic quests)
* Innkeeper (+gold per turn when stationed in a town with Inn; chance per turn to spawn quests relating to new heroes)
What do I mean by civic quests?... Such a thing pops up at the beginning of your turn:
"My lord, the peasants have found land that may be suitable for a new wheat farm, if you can spare 20 horses to work the land." ... 25% chance new wheat resource, 25% find some useful archaeology, chance to disturb a monster lair etc. or maybe just a simple failure
"My lord, a young adventurer has been hanging around in the inn, if you allocate 50 gilder for the task I will send him on a few quests to test his mettle." ... 25% chance for a new hero, 25% chance the young adventurer dies, 50% chance he brings back some useful trinkets before getting demoralized and heading back to his farm.
I'm not sure this works to well. Could be "Retired - No longer gains EXP from combat. EXP is gained at a rate of X/Turn". Can no longer participate in combat? Could be "Retired Hero", "I used to be a"... No that wont do. "Heroism? Epic Quests? I'm too old for this [win condition]."
Perhaps assign heroes to cities, perhaps to reassign the hero has to be in the city itself to cut down the temptation of swapping governors around based on builds.
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