Right now it's level up your governor champs to 4, camp then in city, they then do nothing rest of the game other than provide passive bonuses.
It's kinda boring- there needs to be a balance between boring and overpowered in here somewhere.
Adventurer's guild kinda works as a solution- but a world wonder and limited to one city isn't really cutting it.
My suggestion:
New Improvement: Governor's Hall
Gives adventurer's guild bonus to governor heroes.
Another idea: Path of Governor gives +level xp per turn, but also gives a -50% penalty to xp gained in battle.
We also need some more interesting promotions that are passive, for governor heroes.
I agree 1000% - perhaps have a special posting to make a champion "governor" or "mayor" of the city, which gives a certain xp per city level per turn...
I think that is a great suggestion, but the adventurers guild should be improved to 100 % chance of getting 1 xp per turn, because with a 25 % chance you get only 75 xp in 300 turns.
Gouverning heroes need to gain gouvenor traits over time. Doesn't make sense to me that they can level their fighting skills by sitting at home or in some adventurer's guild.
True, but what if a champ is defending+ governing? Have a feeling what you are suggesting may not be doable.
There needs to be more governor traits with more variety- that would reduce the odds of gaining fighting promotions.
As for adventurer's guild buff, it's meant for lower-level champs, can kinda see not boosting it.
This is a point that has received extensive coverage, before. I can't say I disagree: it seems odd that governors would have to gain experience by doing something (combat) that takes them away from governing, the thing they're supposed to do. But at this point, I'm not convinced governing champions are even worth the effort. They seem to be nothing more than second-rate melee or magical champions, depending on how you develop them.
Completing projects needs to give out XP to Govs.
yeah i think adventurer guilds should be either
- buildable in every city
- giving every city the bonus
- giving every governor champion a good bonus
also like everyone said governors should take very small xp for just staying in town and some more xp for governing
Excellent Idea Alstein!
This is how it works in Endless Space, and it works great.
However, I would change it so that the XP is gained for amount of production / research / gilder / population growth. Otherwise, you could game the system and swap champs in right before a project finishes. Maybe give XP based on the type of city. So a Conclave would give 1XP per turn for every 5 Research produced, for example.
Gaining experience for buildings increases the micromanagement required and is not something I would recommend. Passive bonuses for being present in the city are much more sensible, and doesn't require 'gamey' activity. Plus with the new idle bonuses to towns and conclaves this would be counterintuitive.
The adventurer's guild I think is a hommage to Fall from heaven, becuase no one, not on drugs, would think it was useful. This is especially true since the experience required to level was just increased in this latest version and a unit starting at level 3 (from training buildings or a hired hero) would not gain a single level over the course of the game.
Not sure what you are saying here. How does XP for the activity of the city increase micromanagement? It is a passive gain...you are already engaging in those activities (building, training, etc.). Now those actions generate XP for the Governor. Where is the micromanagement there? What is 'gamey' about that? What is counter intuitive about a Governor gaining XP for governing? It doesn't require a single extra click.
Please explain your opinions a bit more because I don't see what you are trying to get at, at all.
Agreed about the Adventure's Guild. Good idea, but needs balance.
Totally agree here!
All heroes should gain a trickle of XP each turn, so that even if they aren't doing anything with them, they can sometimes level up due to getting older and wiser .
If your hero camps in a city, he should be gaining XP somehow proportional to the bonuses he's providing that city.
If your hero takes the path of the adminsitrator, then that XP bonus should be multipled.m.maybe about equivelant to fighting a monster every 10 turns...
@Goon.. Well I guess I see how this was missed.. but lets look at it this way: You have a town or a Conclave both with +50% gildar and +50% research while idle, but you also have a governor in that city for growth/unrest bonuses, that is not gaining experience because you are utilizing the idle bonus.
On the other side of things, lets say you don't have any idle bonuses, but have finished constructing all the buildings you need in that city. You now must train units that you do no need and delete them, or destroy buildings in your city and rebuild them in order for that stationed governor to gain experience.
Both of these are counterintuitive and require additional micromanagement. If we were to assume you were always building things anyway, why not just apply a passive xp bonus?
This is a worthwhile discussion.
I find myself leaning toward awarding governors XP based on a fraction of the city's output each turn (gildar, research, and production).
I honestly don't think it should scale with how big city they are standing in, but also think it should not be dependant on the city building items (since some city setup seems to favour idling, so putting a champ here would help idle research).
I think after 3 turns of standing in a city governing, a hero should have some "Governing" buff, that would give him 1 XP a turn until he left that city.- This would make it worthwhile to make governors govern new smaller cities, due to the xp boost not scaling with how fast you build slaves or tiny fast buildings, and it would not scale with mega-cities producing a quintillion research, production and guildar, so for short as I said, make it worthwhile to govern new small outpost like cities. But also the 3 turn idle limit would help alleviate heroes just stopping in a city to gain the 2-3 xp because he need to recuperate movement, or needs that to level any-ways. (so he actually needs to be governing the city, if for gaining 3 xp it would still require him to be governor like for a couple of turns).
The numbers could be changed, of course, and I am still "willing" to see the other systems, I'd just prefer one which wasn't abusable by silly means.
Sincerely~ Kongdej
I think a lot of ideas here are simply too complex to make good game mechanics. A simple idea is, as posted before, to simply give a point of XP for every champion in a city every turn. Could be less than a point too. As long as it is significantly lower than what you'd get for being out fighting it really doesn't matter that champions could possibly select combat skills or magic skills while being idle.
Out fighting:-chance of bonus loot-clearing lands of monsters-big xp-chance of injuries
In cities:-no chance of loot-no lands cleared-low xp-no chance of injuries-bonuses to city
But if the bonuses to the city aren't 'comparable' to going out and fighting, then no hero will be an administrator...unless there is nothing to fight.
There should be strategic decision involved in keeping him back or loosing him upon the ravaging world.
I do agree that an administrator should level slower than an adventurer. Just saying that the city bonus should somehow comparably close the gap between the two...
EDIT: Just found out that building the adventurer's guild grants stationed heroes in that city +1 XP/rnd. So maybe have the administrator increase this bonus??
I should have been more clear in my thoughts. The main reason to base an administrator's XP on city output is so the XP will grow throughout the game. As game time elapses and cities grow, administrative characters will earn more XP per turn just like fighting champs do as they take on tougher Mobs.
I do agree with others, regardless of the method administrative characters must level slower than fighting champs to reward risk.
Ok, how about this
Random idea: Some injuries provide negative traits to champs stationed in a city, like insanity (+10% unrest to cities champ is stationed in)
Governor promotions: maybe have a flat +1xp per turn started and ended in the same city.
Governor promotions should give bonus xp: maybe Merchant promotions give 1XP for every x gildar a city provides per turn, Administrators can 1 XP per thing built in a city, Loremasters gain XP for each 10 pts of research their city provides.
maybe promotions to further reduce unrest, promotion to raise militia in a conquered city no matter what, etc.
But why should an administrator level slower than an adventurer? The only reason I can think of to have this is if the benefits are commensurately greater than with an adventuring type, but I haven't seen that. The benefits are considerably less than most buildings, which also take a lot less time to create than for an administrator to gain levels.
No offense, but I really don't see any reason to use governor champions in the game, at this point. They have no upside, save that they can give some very small bonuses to cities--usually while they're in them. And the bonuses come at the expense of other bonuses that help with adventuring, which is the only way they gain experience. In short, they're broken, not something I can say about anything else in the game.
I too agree about this and in fact posted about it the beta thread of the Dev Journal when I noticed my Champ wasn't gaining XP while being in a city..
I think it would add a whole new dimension to the Champs, simply a risk/reward type gameplay, you want to be governors, than possibly suffer the reduce cost of combat abilities since they are in the city all day and all.
Completely agree, governor needs to get better at governing.
Perhaps scrap the whole hero type, and make their perks available through the quest system. "You've rescued my family and me; thank you. I have no skills to help slay the many monsters in your realm, but I am more than adept with numbers. Assign me to one of your cities, and I guarantee that it will run more efficiently than it ever has, before," etc.
My idea is probably not feasible, but I'll throw it out there anyways.
Champions out fighting gain exp and items but risk getting killed/wounded.
Champions governing in towns don't undergo these risks and shouldn't be given a reward unless a risk factor is involved.
I was thinking of how The Sims 3 handled the random event when your sim was at work. A little dialogue box would pop up and give a few sentences describing a predicament and then the player had to make a choice that would impact the outcome of the predicament, either positive or negative or just plain interesting. If such things could be implemented for Elemental, perhaps it could justify governing champions to gain exp/rewards but also tempered by the risks the ogre-slaying champions have to endure.
For example, a pop up appears in a city when the tax rate has been set to high. A tax revolt is brewing and the champion has to make a decision how to address it: 1) Round up some of the agitators and hang them in front of town hall to intimidate 2) Return some of the gold to placate 3) Address the town and try to convince the people that the tax rate is justified.
The +/-'s on success or failure for the above scenario might be 1) +/- trait for unrest (people are intimidated or not) 2) -Gold (more gold given, higher % of success but no risk/benefit to governor - on fail gold is lost and the same event pops up next turn 3) -Unrest, +governing trait (successfully convinced the people/+unrest, random injury incurred (champion insults mob and gets beat up)
Should a champions stats play a factor for the type of event? I would think it would make it more interesting and entertaining if certain choices for events were unlocked for champion governors with those blood-thirsty, merciless traits as well as those with hippy tree hugging traits.
Also, I think this would give a little more connection to the champions sitting behind the desk, otherwise they'll just be "that dude who gives me +15 gold per turn".
('-')y
This.
Very interesting idea and would definately add 'rpg' element to the game. I like it.
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