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Feature: Racial Leaders #9

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Mochnant opened this issue Nov 9, 2016 · 4 comments
Open

Feature: Racial Leaders #9

Mochnant opened this issue Nov 9, 2016 · 4 comments

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@Mochnant
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Mochnant commented Nov 9, 2016

Add the ability to create racial leaders, which have the same skill levels as their race +1 (5 max as usual).

Add ability to start with 1 LEADER but be unable to recruit them, forcing reliance on racial leaders.

@nedbrek
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nedbrek commented Nov 10, 2016

Is this a new man-type? Or is it a one-per-faction thing? Like if your leader dies, you can appoint a new one?

@Mochnant
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Maybe this should be 2 separate requests, but as I see it, race-based leaders would be a second group that would be recruit-able in any hex the race was in. They would need to be very low compared to the race #s, perhaps 5%, minimum 0. They would have the normal leader double upkeep and their recruit cost would be higher (double?), as well.

It may already be possible to do the second part (mostly), as you can disable leader recruitment but still start with a leader.

I'd like to prevent the massive armies of leaders (base or racial), so it may be that we should consider a maximum of 1 leader per unit, and/or allow mixing with regular members of that race for a bonus of some kind.

@nedbrek
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nedbrek commented Nov 10, 2016

I thought about either having a random chance of hiring a leader, or having combat make some people into leaders...

@Mochnant
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I like the idea of combat or other meaningful labor (armoring, weaponsmithing, etc) creating a leader. They'd need to remove a member of the unit and keep the same skills.

The other thing I am trying to do with Racial Leaders is prevent the extreme generic-ness of a LEADER. What is it? Some genderless supreme being?

nedbrek pushed a commit that referenced this issue Sep 1, 2020
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