I don't think any of the planned features will do well unless they're strongly inter-connected with each other, and base game mechanics, and hopefully with my suggestion will help flesh them out as Leaders are the source of their gameplay.
Basically, have a "Leadership Pool" that generates at a designated minimum relative to planet-size and Regime-size, semi-determined Leaders, with full Stats and Skills generated upon hire or activation. Every Minor, Major, and Wildlife, encompassing all their own Hexes, has their own Pools that generates Leader's relative to the aspects of their Regime's multi-faceted backgrounds, terrains, populations, religions, etc.
Leadership Pools at start automatically divide your Leaders by Faction, Age, Capability Lvl, Technical Rating, Command Rating, Interpersonal Rating, and my own, Career. These are the only parts of them generated until activation.
As Minors and Majors overtake each other and Wildlife hexes, they'll automatically consume a portion of that Regime's Leadership Pool whether they're diametrically opposed or not, as Hegelian Dialectics postulates, a new synthesis will emerge that will change your current Regime somehow, some way. Many Leaders in your Regime will enthusiastically incorporate the conquered foreign Leaders that are ideologically similar - and others commit near-future regicide. Along with that, there are Static-Leaders, such as Dojo Masters that can only be interacted with if their Hex is under your control, or forcibly inducted into one of your City/Assets.
My next detail is ALL Leadership recruitment, comes from these semi-generated Leadership Pools (LP). Thus every Leader you recruit already exists. And if the LP dilutes enough, simply more Leadership will slowly be generated every Turn. Naturally, many new Leaders will correspond to the numerous effects in your Regime play-through. They're entirely susceptible to Profile and events throughout the game that can eliminate or adjust them.
---Stratagems will still enlist Leaders from your LP. Examples:
-Recruit Junior will randomly choose any Leader from the Age low-end of the Pool.
-Recruit Civilian will randomly choose any Leader with high Technical Rating and Civilian-themed Careers.
-Recruit Senior will randomly choose any Leader from the Age high-end with elevated Skills/Experience.
-Recruit Military will randomly choose any Leader with high Command Rating and military-themed Careers.
What creates the replayability of this DLC content is that the Profile's you choose to start with, and everything else you can't control, determine the natural trajectories of your LP and hired Leaders. Going forward from Turn 1, the natural trajectory of your Regime won't be easy to stir from initially, but incorporating LP and Cities from very different Cultures and Profiles can cause shocks to your system. Your minority-Factions and Profiles can inherit new power-bases from new Regular Zones that can threaten your wanted Profile, generating countless events that now will involve Leaders activated or hidden in your LP. So perhaps we can have a multitude of Zone-types that prohibit political participation at the expense of native recruitment and productivity?
My last detail that pertains to both Leaders unactivated in an LP, and active in Job's or Reserve Pool's, are Leader-Occupations. Many Leaders will become personally associated with Cities, Hex Perks, specific Assets, Military Units, OHQ's, SHQ's, etc. This is how my Advanced Politics, and "Adventuring & Lieutenants/Oathsmen" would be represented.
These are my last examples and thoughts for Leadership Occupations and my thread.
-Capturing an AI Walker's Zone has a high chance of possessing an AI Static-Leader. This Leader can be forcibly inducted, but you must attach it to one of your Bureaucratic or University Assets to use it as a Director/OHQ. This here can spawn numerous events itself, and radically affect your Regime. Attempting to de-attach or permanently eliminate an eccentric or useless AI-Leader can cause a Stephen King-esque "Maximum Overdrive" event that can force some of your Industry, IP, and Vehicles to turn rogue and become an AI-Regime Rebellion.
-Most Leaders will associate themselves with Cities generically, overtime many with increasing Seniority, Credits, Corruption, etc will Occupy Private and Public Assets with various reasons whether it corresponds to their Career, Directorship, anything. Their Relationship, Loyalty, and Capability Lvl will have natural effects on that Assets productivity, but also your ability to Mothball, Close, and Upgrade. Some Leaders might even increase the Reserves of Assets, or Disband an Assets Lvl in response to bad loyalty, Capability Lvl, or Corruption Lvl.
With Leaders able to be attached on their own to Assets, the game can have dramatic political drama. Playing an Autocratic Regime could require that you willingly create oligarchs/fiefdoms by being able to assign an Asset or entire City to one Leader to placate/reward them, to another's unhappiness and Egoism. Autocracies require great Assets to keep Loyalty, Democracies require great Assets to keep Happiness. Democratic-Regimes will have Leaders demand a University built and automatically Attached to a Political Parties LP, wheres an Autocratic-Regime will have Leaders request a Private Police Station Asset be attached to their friend in the LP with a Military Career, increasing their Corruption, and Loyalty of Military Units to those individuals.
Thus, choosing to ignore or decline a Politburo's Leader request repeatedly can cause loyalty cascades, resulting in Cabinet/Governor/OHQ "mistakes". Ignoring or declining a Senate's demands can cause Faction turmoil and Loyalty loss, and ignoring Parliament can cause Population Unhappiness trends.
Lastly, Newspapers could be tied in to reporting these events, with Internal Spying revealing more information like an MTH Shareholder function, to discover if certain Political Parties are on the verge of claiming an Asset or seizing one from another Party/Leader.
Republica DLC, Leadership Pool Suggestion
Moderator: Vic
Re: Republica DLC, Leadership Pool Suggestion
Can you please eli5 what you concretely want to see? is this leadership pool just an abstract resource you need to collect to recruit new leaders? Is there a set number characters generated at planet generation and distributed to various hexes and you need to conquer them to get access to possibly recruiting them?
Re: Republica DLC, Leadership Pool Suggestion
Leaders not appearing out of thin air, but products of their environment, and separated between those Active via Jobs and Reserve Pool, and those half-generated sitting in Leadership-Pools in Regimes, and Non-Aligned Areas, and Hexes.
And whether they're Active or sitting in an LP, overtime Attach themselves, "Leadership-Occupy" to specific Assets whether Private or Public in Zones. What I didn't communicate well is that, some Leaders will take over Assets either for themselves, or for their political Faction. Moreso for themselves in Politburo-Regimes, and moreso for their Faction in Senatorial-Regimes, with Parliaments in-between. Meaning, Faction-Assets controlled by a Leader contributes more to the Voting power, etc of that Faction, and provides less Credits and Loyalty than it would if it 100% belonged to the specific Leader in question.
To an extent. You'll always accumulate Leaders overtime in your LP, but it isn't rapid nor is it diminutive in total amounts available to you at game start. The idea is you'll accumulate more unique Leaders into your LP by taking over Hex Perks, Raider, Farmer, Hunter Regimes, Theocratic, Militaristic, etc Regimes, but somewhat anchored to where they're originally from.
Taking over a Major Regime's Capitol won't mean you'll automatically be flooded with 2-4 dozen new Leaders into your LP, what it means is if you turn that new Zone into a "Regular Zone", you'll flood them into your LP, which will generate even more events that correspond to their Profiles matching and mismatching with the Factions in your Regime, etc. Meaning, your Fist-Faction will attempt to kill off new Leaders that aren't Fist-related, whereas your Enforcement-Faction will attempt to keep that new Zone from becoming a Regular Zone and an autonomous Zone with little political power, etc.
More or less, Yes. In regards to Wildlife and Hex Perks, 100%. Their LP's will slowly generate more Leaders pertaining to terrain, culture, yes. If your planet has alot of Radioactive Hexes and many Mutant units, by simply taking over 6-12 Hexes without a Hex-Perk, you'll find a Mutant-Leader that joins your LP.
Minor and Major Regimes, their LP's aren't stagnate either, but unlike Player-Regimes, they're more pure in their Profiles, setting up Player's in Shadow Empires in dealing with mass shocks to their politics depending on how they deal with it. If you don't have open arms to new LP's, they'll create great Unrest and Rebellions for a long time, and if you do, cause great internal disruption to your original LP/Active Leaders.
EDIT: You show me an entire planet-map with the Wildlife Hexes selected at Turn 1, and it'll show you it has one "LP", evenly distributed across it, all the Leaders half-generated. Many are sitting in Perks. Most are out in the open or attached to Free Folk settlements, acquired by taking most of the Hexes that "surround" them, say 5-9 to gain just one.
- Map Example Leadership-Pool Turn 1.png (1.16 MiB) Viewed 189 times
Last edited by Nagabaron on Mon May 29, 2023 7:00 pm, edited 1 time in total.
Re: Republica DLC, Leadership Pool Suggestion
Turn 1 Non-Aligned Leadership-Pool (LP):
Again, Non-Aligned/Wildlife all share one "LP", regardless where they are. Leaders without Perk/Settlement Hexes, are defined to multiple Hexes to obtain them. The idea is, all cumulative effects of the Non-Aligned Hexes contribute to randomly generating a variety of Leaders acclimated to that planets ecosystem and history.
1. Ancient Caves Hex Perk
Name: Tom Howard
Faction: N/A
Age: 35
Capability Lvl: II
Technical Rating: 15
Command Rating: 0
Interpersonal Rating: 5
Career: Scientist
2. Free Folk Settlement "Partoun"
Name: Rachael Higgins
Faction: N/A
Age: 24
Capability Lvl: I
Technical Rating: 2
Command Rating: 7
Interpersonal Rating: 7
Career: Rogue
3. Military Ship Hex Perk
Name: Spock Falcon
Faction: N/A
Age: 36
Capability Lvl: IV
Technical Rating: 11
Command Rating: 0
Interpersonal Rating: 2
Career: Scavenger
7. Non-Aligned Hexes - 14 hexes to acquire Leader
Name: Soupon Nigliuou
Faction: N/A
Age: 38
Capability Lvl: III
Technical Rating: 8
Command Rating: 23
Interpersonal Rating: 3
Career: Warlord
8. Wild Palace Hex Perk
Name: Bradley Thomas
Faction: N/A
Age: 21
Capability Lvl: II
Technical Rating: 4
Command Rating: 5
Interpersonal Rating: 32
Career: Community Leader
11. Salty Pool Hex Perk
Name: Gordon Fremen
Faction: N/A
Age: 49
Capability Lvl: II
Technical Rating: 0
Command Rating: 7
Interpersonal Rating: 9
Career: Enforcer
9. Cargo Ship Hex Perk
Name: Joag Malcolm
Faction: N/A
Age: 54
Capability Lvl: III
Technical Rating: 4
Command Rating: 24
Interpersonal Rating: 8
Career: Military Commander
Turn 1 Player-Regime Leadership-Pool & Active Leaders
Again, every Regime has a Leadership-Pool, that contains all Leaders not activated by Stratagem or Event, but semi-generated so some details about them can be gained by your Secret Service or Interior Directors. Active Leaders are those holding Jobs or in the Reserve Pool. Leaders in LP can affect the play-through just as much as those Active, and can run or attach to City's and Assets equally in strength.
1.Attached to City "Ozonar" (If lost by Player, likely chance of Leader dying)
Name: Lucius Herloom
Faction: Steel Rangers (Red/Fist Faction)
Asset: Owns no Asset, only "Attached" to Ozonar.
Job: Reserve Pool
2.Runs Dome-Farm I for his Faction, meaning most siphoned percentage contributed to MF, rest to Faegen Ruse.
Name: Faegen Ruse
Faction: Merchant Front (Green/Commerce Faction)
Asset: Owns "Dome-Farm I"
Job: Governor
3.Attached to Settlement Hex "Piatfortuna"
Name: Corin Helius
Faction: Merchant Front (Green/Commerce Faction)
Asset: None
Job: OHQ Commander
4.Attached to City "Domemountain", runs Schools I personally (receives total percentage of siphoned Credits/Pops pledged as Paramilitary/Troops during Events/Civil War)
Name: Helen Gasbury
Faction: Merchant Front (Green/Commerce Faction)
Asset: Owns "Schools I"
Job: SHQ
5.Attached to Settlement "Piers", Leadership-Pool
Name: Michael Douglas
Faction: Unaffiliated
Age: 32
Capability Lvl: II
Technical Rating: 8
Command Rating: 0
Interpersonal Rating: 14
Asset: None
Career: Scout
6.Runs Oil Drill I personally (receives total percentage of siphoned Credits/Pops pledged as Paramilitary/Troops during Events/Civil War)
Name: George Mycolm
Faction: Strong Companions (Blue/Meritocratic Faction)
Asset: Owns "Moxisalt Oil Drill I"
Job: Director
Photo of Leader is displayed upon Asset ran by one primarily for themself.
Photo of Leader and color of Faction is displayed upon Asset ran by one primarily for Faction.
With some of these ideas, Advanced Politics for the Republica DLC can mean Leaders possessing Assets, being Attached to Cities and Assets, and gaining support for them. Support, meaning Pops and Workers that rally from these Assets to fight against other Faction/Leader Pops and Workers in Events. Being deployed in Civil Wars, leveraged for Votes, fund their own Paramilitary, etc.
Also, with Adventurism and Lieutenants/Oathsmen, sending Advisors or Lieutenants to parley with Leaders in your realm to deal with their Events and Assets would awesome.
Again, Non-Aligned/Wildlife all share one "LP", regardless where they are. Leaders without Perk/Settlement Hexes, are defined to multiple Hexes to obtain them. The idea is, all cumulative effects of the Non-Aligned Hexes contribute to randomly generating a variety of Leaders acclimated to that planets ecosystem and history.
- Non-Aligned Map Example.png (868.9 KiB) Viewed 230 times
Name: Tom Howard
Faction: N/A
Age: 35
Capability Lvl: II
Technical Rating: 15
Command Rating: 0
Interpersonal Rating: 5
Career: Scientist
2. Free Folk Settlement "Partoun"
Name: Rachael Higgins
Faction: N/A
Age: 24
Capability Lvl: I
Technical Rating: 2
Command Rating: 7
Interpersonal Rating: 7
Career: Rogue
3. Military Ship Hex Perk
Name: Spock Falcon
Faction: N/A
Age: 36
Capability Lvl: IV
Technical Rating: 11
Command Rating: 0
Interpersonal Rating: 2
Career: Scavenger
7. Non-Aligned Hexes - 14 hexes to acquire Leader
Name: Soupon Nigliuou
Faction: N/A
Age: 38
Capability Lvl: III
Technical Rating: 8
Command Rating: 23
Interpersonal Rating: 3
Career: Warlord
8. Wild Palace Hex Perk
Name: Bradley Thomas
Faction: N/A
Age: 21
Capability Lvl: II
Technical Rating: 4
Command Rating: 5
Interpersonal Rating: 32
Career: Community Leader
11. Salty Pool Hex Perk
Name: Gordon Fremen
Faction: N/A
Age: 49
Capability Lvl: II
Technical Rating: 0
Command Rating: 7
Interpersonal Rating: 9
Career: Enforcer
9. Cargo Ship Hex Perk
Name: Joag Malcolm
Faction: N/A
Age: 54
Capability Lvl: III
Technical Rating: 4
Command Rating: 24
Interpersonal Rating: 8
Career: Military Commander
Turn 1 Player-Regime Leadership-Pool & Active Leaders
- Leader Examples 2.png (812.62 KiB) Viewed 230 times
1.Attached to City "Ozonar" (If lost by Player, likely chance of Leader dying)
Name: Lucius Herloom
Faction: Steel Rangers (Red/Fist Faction)
Asset: Owns no Asset, only "Attached" to Ozonar.
Job: Reserve Pool
2.Runs Dome-Farm I for his Faction, meaning most siphoned percentage contributed to MF, rest to Faegen Ruse.
Name: Faegen Ruse
Faction: Merchant Front (Green/Commerce Faction)
Asset: Owns "Dome-Farm I"
Job: Governor
3.Attached to Settlement Hex "Piatfortuna"
Name: Corin Helius
Faction: Merchant Front (Green/Commerce Faction)
Asset: None
Job: OHQ Commander
4.Attached to City "Domemountain", runs Schools I personally (receives total percentage of siphoned Credits/Pops pledged as Paramilitary/Troops during Events/Civil War)
Name: Helen Gasbury
Faction: Merchant Front (Green/Commerce Faction)
Asset: Owns "Schools I"
Job: SHQ
5.Attached to Settlement "Piers", Leadership-Pool
Name: Michael Douglas
Faction: Unaffiliated
Age: 32
Capability Lvl: II
Technical Rating: 8
Command Rating: 0
Interpersonal Rating: 14
Asset: None
Career: Scout
6.Runs Oil Drill I personally (receives total percentage of siphoned Credits/Pops pledged as Paramilitary/Troops during Events/Civil War)
Name: George Mycolm
Faction: Strong Companions (Blue/Meritocratic Faction)
Asset: Owns "Moxisalt Oil Drill I"
Job: Director
- Asset Examples Pic1.png (500 KiB) Viewed 230 times
- Asset Examples Pic2.png (85.48 KiB) Viewed 230 times
With some of these ideas, Advanced Politics for the Republica DLC can mean Leaders possessing Assets, being Attached to Cities and Assets, and gaining support for them. Support, meaning Pops and Workers that rally from these Assets to fight against other Faction/Leader Pops and Workers in Events. Being deployed in Civil Wars, leveraged for Votes, fund their own Paramilitary, etc.
Also, with Adventurism and Lieutenants/Oathsmen, sending Advisors or Lieutenants to parley with Leaders in your realm to deal with their Events and Assets would awesome.
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