Lineage Charts as save/load/new game
I like the lineage idea very much. Here is my version of wish
1. 14 days = 1 turn, 1 year = 26 turns (or 7 days = 1 turn)
2. Assume Sovereign = Heroes + ability to use essence (I’ll use the term heroes & sovereign interchangeably & loosely below)
3. Because of Victory Condition, the death of Sovereign does not mean end of game. (SD opposes to that now) An new/existing hero will become the Sovereign, via some method (e.g. his son/daughter, or another hero)
4. When the Sovereign dies, there will be penalty (e.g. a chance of Civilian Revolt in all cities, for a few turns until new one appears)
5. Heroes die via aging, disease
6. Heroes can prolong lifespan by magical means/quests/etc; or turn himself to undead/devil/demon … only in *Some* map
7. Heroes of different race has different lifespan
8. Heroes marries other hero and bear hero children
9. Marriage can play a role in diplomacy, e.g. trading princess
10. Heroes can retire/deflect to other player without gamers’ permission due to mistreatment/marriage/seduction/quest/etc.
11. Some dead heroes will reincarnate as Undead/Devil/Demon hero (some sort of heroes generator is needed for this change); then becoming your ally or opponent’s hero
12. All (AI) players will have similar heroes/sovereign level (using in-game heroes generator) as you at turn 1. SD should need to find some way to make sure turn 1 is still somewhat balanced even if I bring a high level hero in. For example, even my hero level is high, his spell/melee power is still somewhat low, because the current mana/essence/rage stored is low at turn 1 (& hero ability/power is proportional to these factors)
13. (Optional) Hero only mode : Most fantasy non-RPG TBS requires players controlling his empire. I want EWOM be an exception to that, so I my hero(es) stack cannot control what city build/produce. Player has limited control on their environment, yet the player has to accomplish their victory, by exploring dungeons, trading, raiding city, completing quests (from the automatic quest generator) etc. So play a hero's game, not a sovereign game when I want to.
14. All your surviving heroes can be chosen for next game as the starting hero/Sovereign, as long as the hero still lives in the ERA of that game.
15. By ERA, I meant the game timeline after cataclysm. From the RMG’s perspective, if the game starts 1 year after the cataclysm, all roaming monsters & all AI cities are lower in number & level at turn 1; & existing cities on map will not be occupied by competing (AI) players
16. The game will sometimes choose surviving heroes from the Lineage Chart to play against the gamer; especially in RMG.
Lineage Chart (as the save/load/new game interface)
1. All Sovereigns the gamer nurtured (& their wife/child, across generations) will be shown
2. As gamer scrolls the chart down, it displays heroes of later ERA
3. As gamer scrolls the chart right, it displays heroes you played some time ago
4. The last 3 saved games, will be marked by a marker in the heroes’ timeline; so gamer can load the game.
5. Gamer can start a new game, using any Surviving hero from the chart. The hero will start with all the skills & stats & level he last has.
OR right click (Create a new Sovereign)
6. By Surviving hero, I even include heroes turned to an undead/demon/devil/etc; so some hero will be in the chart for long long time if you keep playing them again and again.
7. Maybe there is an option to see the Sovereigns’ chart you’ve played against too.
This is a very cool idea, I think.
The more you play, the cooler your Lineage Chart is, showing all those relationship.
If this idea is too much work for SD, consider this as MOD idea.