Log in

View Full Version : Influence of Faction Leader Traits



darius_d
07-30-2009, 18:58
A couple of questions to EB team about influence of faction leader traits on a gameplay (I didn't found this to be discussed before):

1) Is it possible to mode in M2TW that access to buildings in tech tree will be additionally restricted by personal traits of a faction leader? It means that otherwise these building would be available to build by a player.

2) Similar question - is it possible to mode that traits of a faction leader will influence on diplomatic stances with other factions? (warlike or peacelike, depending on the leader's approach).

3) If yes to any of them, is it planned to be implemented in EBII, or the player will keep deciding everything like in EBI?

I do not intend to start a longer debate about it, just to get some information, if possible.

Thanks.

Verrix Vercingetorix
07-31-2009, 11:11
A couple of questions to EB team about influence of faction leader traits on a gameplay (I didn't found this to be discussed before):

1) Is it possible to mode in M2TW that access to buildings in tech tree will be additionally restricted by personal traits of a faction leader? It means that otherwise these building would be available to build by a player.

I haven't seen this done before so I don't believe so. It would be interesting however to see the recruitment of specific units being allowed based upon the faction leader in questions specific lineage, for example the Verrix of the Averni comes from one of the particular warlike tribes within the domain of the Averni. As such specific units are recruitable, much like regionable recruitment...perhaps a mobile regionable recruit could be used in some way to portray migrations?


I don't believe that it is possible for the traits of a faction leader or otherwise to have any direct impact on the overall diplomatic relations with other factions in Medieval II.

However I wonder if it would be possible to portray this through creating an impact on the traits of diplomats a faction has, based upon the certain traits of the specific faction leader. For example, a warlike faction leader would find himself having a harder time when communicating with other factions and as such a trait would be contributed towards his diplomats resulting in a lowering of other factions excepting specific offers, such as trade rights and map information.
[QUOTE=darius_d;2302259
3) If yes to any of them, is it planned to be implemented in EBII, or the player will keep deciding everything like in EBI?

Currently, unless the ideas I mentioned previously are at all possible I believe that it will remain much the same as it was in EBI with the player making the decisions, and perhaps roleplaying how negotiations would see themselves through.

dragoon47
07-31-2009, 11:48
The makers of Deus Lo Vult did something like this. I think that you couldn't recruit certain types of cavalry unless the governor had advanced himself enough to gain rank by going from squire to knight and so on. Maybe it can be done with buildings.

Also hi all...I'm a bit new here :sweatdrop:.

darius_d
08-01-2009, 00:53
I can say that at least diplomatic stances seems possible to be done that they dependant on character (leader) traits - it was introduced in little known yet great RTW mod (see that link (http://www.twcenter.net/forums/showthread.php?t=152519&page=4). BTW that mod offers many great ideas).

So it was my thinking that considering flexibility of M2TW (and magic heads of EB team :egypt:) tech tree could be also done the same way, thus radically enhancing role play elements.

Edit:
@ Dragoon47, @ Verrix Vercingetorix
I was thinking more about buildings than units, for example - leaders could have some incline to what goverment they want to develop in conquered province, if they prefer economical building or military, academies or infrastructure etc.

Anyway, I am curious about official reply of someone from EB team on that.

moonburn
08-04-2009, 05:07
faction leader should influence trade public order moral for specific units

something like a great and charismatic faction leader would give 10% more happyness in all setlements above lvl3 if he had charisma bellow 5 it could create discontempt

acumen could influence greater trade stability (maybe 5% on agriculture also) + public order (or reduce it as people see their topdawg as incompetant and would prompt corruption)

a great military leader could increase 1 moral for all warriors due to his stories of bravery being told to the soldiers to encourage them and perhaps 1 experience for the troops conscripted in his region

ofc this would have to be tweaked with the type of goverment in the setlement plus the faction one plays since an imperator would have more influence on the way his empire acts then just a simple consul, a spartan king would always give an increase to the army units while an athenaios would probably work best for economical and a rhodian for public happyness and so on

ofc nothing more then 10% overal per region since if implement it should be a feature not a mini game in itself

Atraphoenix
08-04-2009, 09:02
I would like to see the death of faction leader causes some unrest immediate after his death. In fact my current system works well too.
-Apply huge taxes to some cities then 1-2 city kills the governor and the new king suppresses the rebels and maintains his authority.
also I hope finally we could see loyalty system other than Romani in EB2 that I look forward to see it.
you can arrange disturbance on faction leader mostly via government system in RTW I hope kingdoms.exe is not as problematic(I mean limitations) as RTW exes.
I am sure in M2TW or kingdoms we have no chance to support an usurper like mtw before.

Azathoth
08-07-2009, 03:33
a great military leader could increase 1 moral for all warriors due to his stories of bravery being told to the soldiers to encourage them and perhaps 1 experience for the troops conscripted in his region

ofc this would have to be tweaked with the type of goverment in the setlement plus the faction one plays since an imperator would have more influence on the way his empire acts then just a simple consul, a spartan king would always give an increase to the army units while an athenaios would probably work best for economical and a rhodian for public happyness and so on


This is already in EB1.

moonburn
08-07-2009, 04:06
i mean when recruited

if a man is conscripted by the heir or sovereign of a nation and then sent to war in the presence of the greatest leader of it´s people he should have his pride boolsterded and be less willing to return to the presence of such a leader as a defeated soldier (not necessarly that when he fights the leader is there but that he as that particular person to either praise or hate)

it´s a bit diferent then being conscripted by the village leader being sent over to the drill field and then being kicked in the ass by a captain to go and fight for something he doesn´t understand at least if he is drilled in front of the "king" he knows what he is fighting for

(thus the reason why a leader with many stars and great military traits could train better soldiers in his home region and a leader with poor qualities would have a negative effect on the troops)

Azathoth
08-07-2009, 05:40
But this is already represented through traits. Having units affected negatively by being recruited in a province governed by a poor general or a nobody is redundant.

moonburn
08-08-2009, 05:10
but you don´t get the positive traits of a litle bit more moral :wall:

as i said recruited in the presence of the faction leader isn´t the same as fighting with the faction leader they could be sent off to other regions

Azathoth
08-08-2009, 05:39
Well, we'll just have to agree to disagree. I don't think it's possible with the engine anyway.