I think it would be awesome if the towns we create have Kings/Queens/Leaders.
Not sure if this has already been discussed or a prospect, but I think this would be an awesome addition. They could either be elected by us, arrive with the initial villagers, be elected by the people in the game, ranked up through the levels.
What does everybody else think?
Should they have roles in the town?
Special Pre-Defined Outfits?
Coat-of-Arms?
Have you thought about having kings and queens as a stretch goal? I think that might make for some interesting gameplay.
âWeâve thought about it, but thatâs a tough one because it implies a certain kind of city. If Iâm the kind of player thatâs building a monastery or a trade-city, then maybe I donât want a king or queen, so that stretch goal has no appeal.â
I havenât come across it, but itâs a pretty good idea, I know a couple of people have made some Flags/Coat-of-Arms in Qubicle, but I definitely think it would add a great personal/ customizable layer there. I mean, if youâre gonna be building castles, you need flags!
flags are awesome, you could build small towers all over the land with your flags to mark your ground hihi (Or maybe some capture the flag PVP content? mhh)
Edit: @Pendryn Iâm really not happy with how I replied to you in the first instance - Iâm blaming Essay deadline day. But anyway.
I think naming a leader in the way you suggest could be quite shallow - I mean potentially the unit will still be doing the same thing, still look the same and still have the same skills, just have a different name?
Iâm all for having heroes, or certain âlegendaryâ units I suppose, but as for an overall city leader itâs quite a tricky one - unless of course there were a ton of options when choosing your leader, but then thatâs gonna be so time consuming.
If there ever was a leader unit implemented I would personally not want to start with one, but as you progress in the game,nd as certain units distinguish themselves, and everyone grows to love them, then they could potentially be the settlerâs âleaderâ.
The big question on this is what are leaders going to be do, other than wear a shiny hat? Are they going to help manage citizen happiness, provide city wide-bonuses, act as an uber-crafter of some type, automate some of the tasks for the player, or something else entirely? Once we know that their role is itâs easier to figure out how, and if, to implement them.
But on Coat-of-Arms, I also really hope we can design and use our our own arms/colors/symbols for our city; something that shows that when we plant a flag somewhere this is OURS!
Or one of us could put together a module that allows a âleaderâ type unit, but when you set it up you decide how the leader functions, like a merchant lord makes trading easier, or a forest ranger vastly improves trapping or whatever. Just a thought.
So the leader has a âtraitâ? That could work well. If they have to rank up to that level through the tree. So a soldier would become a Leader with a fighting trait, a blacksmith with a build speed trait etc?
Seems what is needed more is a governance option, where you have a certain political atmosphere; so if you want a hierarchy you could have a unit that you can name a King, or if you are making a monastery, an Abbot. Otherwise you could go for a council system with one person from each profession gaining a small leadership bonus and increasing morale, with chances of lowering effectiveness in some areas if you put too many resources in to one, to show council agendas.
Have communist as the base society form, where there are no modifiers or leaders ;3
wh⌠what did you originally reply!? Was it harsh? Was it mean? Will I cry? I need to know!
Anyhoot, I dunno, that was jsut an easy solution.
I am all for a complicated, all out, heavy on the details, crafter your own customer ruler type situation where you get to set up how your entire city will run as will.
Iâm with the whole âtraitâ idea, in which maybe the âkingâ or âleaderâ unit hightens the moral or those around it? Say near by workers or somthing maybe increase porduction speed?
I second that. If leaders of some kind make it into the game, such a feature would be nice. I Would kinda work like the Pharao from Age of Mythology He had the ability to buff Production-speed of selected buildings, build speed or if i remember correctly the speed which farmers gathered there food from farms.
With a King comes a Queen, and therefor the queen should buff more productive / harvest / build like stuff, while the king buffs things like attack (-speed) or defensive bonus of your units, as well as the (moral?).
It would work much like in real medieval times, the queen is for the people, while the king is protecting the lands.
Iâm a bit surprised that no one has mentioned Dwarf Fortress in this thread yet. Or maybe youâre all actively avoiding it.
I havenât played it much, but from what I understand there is some kind of nobles there, that move to your settlement and are very picky about their living standards. I donât know what pros and cons they give though.
One interesting version of leaders would be that since the player is the actual leader, the current leader character or characters will represent the player. If the people gets too unhappy and the leader donât have enough respect and loyal soldiers then there might be a revloution and the people choose a new leader. This donât have to mean that itâs game over (unless youâre playing that kind of game mode), you could just keep playing with the new leader, but there could be an online leader board with the most succesfull and longest ruling leaders. A greedy dictator is succesfull because of his personal wealth but might not last long. A democratic socialist might not get as rich but the equality makes the people happy.
In a monarchy the ruling would of course count as long as it stays in the family.
Involve money as a source of power and you can get social structures with rich and poor.
Conspire and assasinate to get rid of people that challange the the current ruler.
It wouldnât be easy to implement, but it could get a feel quite close to Game of Thrones.
Ha, no weâre not avoiding DF, or at least if we are, I havenât been informed.
I havenât played DF in so so long, but if I remember correctly there were loads of different types of noble,each one allowing access to certain functions and abilities, but youâre right they require a bit more âlooking afterâ than your simple workers.
In regards to your idea about the leader, as far as I know, you donât really play as the âleaderâ as you donât have a character, youâre essentially floating above issuing commands, you donât have a presence ⌠if that makes sense.
This is just my personal opinion, but I really donât think that applying contemporary understandings of welfare, social order, political regimes etc, is fitting of the theme, or even necessary for SH, but as I said thatâs my opinion. What youâve talked about reminds me more of Tropico rather than DF.
Also Iâm not really getting the GoT link, could you elaborate a bit more?