[suggestion] Path of the Governor, gain xp while stationed in city

I TRY to like this path, I really do. But the champion needs level-ups like any other champion to gain traits. The problem is the governor gains XP in combat, but benefits the faction the most when he isn't roaming around the landscape.

Please consider adding a low chance for governors to gain xp while stationed in cities. Maybe it stacks with adventurer's guild, maybe it doesn't.

11,775 views 39 replies
Reply #1 Top

IMO governor path should be removed from the game, as making it viable will force you to have governor in every city, which is no fun at all.

 

I think that the better solution would be adding "when stationed" bonuses on number of perks in other paths.

 

Reply #2 Top

Agree.  I recruited a governor-type and took her around with my combat guys for a while to level her up but I chanced on combat abilities before I got the Admin abilities I wanted and suddenly she turned into an uber combat type herself and is now indespensible to my armies.

Perhaps what you could do is add a "Self Development" ability (or Self-Dev 1,2,3) on the Path of the Gov that grants them a couple of xp each turn they don't move?

Or, if you wanted a more UI-heavy solution, allow the player to assign units to the training ground so they become unavailable for a few turns but get xp on completion of their training (perhaps at a gold cost too?)

Reply #3 Top

Yeah, this is a good idea. Governor heroes are undersupported as things are now. But this (and maybe a few more small bonuses spread across different perks) will make them great. Especially coupled with something like seanw3's mage tower idea.

Reply #4 Top

Governor heroes need to have more going for them BUT they should also be a minority. There should also be a variety of governor heroes consisting of administrators, governors, researchers, and merchants giving a variety of bonuses.

That being said, governor heroes should be optional... as in, you choose to do it and such. It should never be forced.

Reply #5 Top


There is a building that adds a 25% chance for a hero to gain xp in the city every turn.  However, it is a rare one so i have only seen it once.  It seems like the rare buldings are mucher harder to get than "rare" traits for heros.

Reply #6 Top

I don't think it's rare, its from one in the second row in the magic tree. But it's not right that governor should require this building to work.

Reply #7 Top

Trait "Path of the Governator Governor" = "Blah blah blah and the Champion gains X experience each turn stationed in a city."

Makes sense to me as long as X is under control.  :)

Reply #8 Top

I agree, better traits for city management would be great. Right now I have no incentive to keep champions home. This could also tie back into champion stats. It would also be great to tie quests and events into this to give champions in cities something to do.

Reply #9 Top

I like this idea

Reply #10 Top

I like it when X is dependent on Intelligence. 

X = Int/4

Reply #11 Top

Maybe once on the Path of the Governor you would only get Government-related (and perhaps the odd General-related) traits to choose from?

Reply #12 Top

Quoting StevenAus, reply 11
Maybe once on the Path of the Governor you would only get Government-related (and perhaps the odd General-related) traits to choose from?
End of StevenAus's quote

 

Good general related traits for a governor could be things like:

 

Over my dead body - +def when defending a city

Best defense is a good offense - +att when defending a city

cunning defender - traps and pitfalls set by the hero cause the sieging army to enter battle with x% less health

Inspiring orator - the charismatic hero can drum up extra militia to defend the city for every battle

 

An architect trait line might be good within the governor tree, too. Allowing a city to construct (not just start construction, but construct) certain buildings if  such a visionary leader is on-site to oversee the project. that might lead to too much micromanagement, but on the other hand it would require more attention be paid to governor heroes than if they are just immobile buffs.

 

Having a hero oversee the construction of labyrinthine Secret Tunnels beneath my capital that give me a one shot ability while defending that city to summon a unit of militia behind enemy lines could seem cool.

 

It'd also be nice if having a governor hero present in a city would occasionally generate galciv style random events for that city, decisions to be made by the governor or local issues to be resolved by a skilled leader, that could lead to small permanent buffs to the city or rarely uncover new resources within the cit's influence.

Reply #14 Top

How about the obvious ability:  Govenor adds X exp to all units stationed in the city of a lower level than the Govenor.  Levels of this trait could speed exp gain or extend the level range, as in start at 3 levels below Govenor level and work up.

Other traits could add to unrest reduction, grain>food conversion, prestige, research, reduce build cost and speed, reduce maintenance, reduce troop salary .... Sounds a bit like Leaders in MoO.

Reply #15 Top

But the Path of the Governor effect adds to the Faction Prestige not the city. AS far as i can see there is no reason that Champs with this can't roam around.

Administrator on the other hand only works in cities (obviously, as it adds 10/20/30% to the cities production).  Adding a % of the prodution saved as XP could work with that though.

Reply #16 Top

I tend to agree - Path of the Governor doesn't feel fleshed out properly, in my opinion.

In War of Magic, Heroes provided bonuses to a City when stationed that were dependant on their "Type".  I liked this aspect.  I'd like to see it evolved.  Path of Governor should - in my opinon - make the Champion entirely City focused and give players another way to play them.  It's all about choice.  But, if my Champion doesn't gain enough XP, stationing them in a City is worthless because it's working against what I want them for.  So, perhaps a small amount of XP something along the lines of (5xp * (Champion Level * City Level)).  Something that takes into consideration their situation - if they're sitting over a massive city, they should be working more, so they should get more experience.

And, personally, I think their traits shouldn't be anything close to "+2 Strength", but more along the lines of "-5% Unrest" or "+10% Faster Unit Training".  They should be the little guys you can look at your Empire and say "Ok, I need this City working better - I'll shift "Sam the City Manager Guy" to this City to help get it under management quickly!".

Reply #17 Top

In Master of Orion 2 you could assign a governor to a solar system. We would need to limit a city to having just one governor and tie their fates together. As the city gets more population, the governor gets more XP.

One governor might suppress unrest allowing you to pump tax rate, another might greatly increase research or production. It was an interesting and fun part of MoO2.

Reply #18 Top

I still feel a possible solution would be to split off hero's martial and governor roles entirely: two different experience pools per hero, generated from completely different actions, with completely different traits.

Of course then the problem would be that a hero spending all her time gaining levels in her governess role wouldn't be much help during a city siege, if she has no combat experience... unless there were governor-role talents specifically related to city sieges, or even hero's combat prowess only in city sieges...

Reply #19 Top

Lots of good stuff here.

Reply #20 Top

I believe governor type heroes should gain some kind of xp, well, while governing. Monster bashing heros get xp from bashing monsters, governors should get xp by governing.

Reply #21 Top

Re-visiting this and trying to think of a good solution. How about this?

Path of The Governor :- Every time a unit or building is completed in the city the Governor is stationed the Governor receives a certain percentage of the build cost in xp? Obviously the Governor should be in the city for the duration of the build.

Reply #22 Top

My idea.

Create a new batch of promotions for Governors:

Have them gain promotions to improve their +Research, +Gilder, -production cost, etc skills

Also, have them gain some abilities similar to the Mediator from FF Tactics as rare promotions, like being able to talk to a enemy and confuse them, drum up militia in a town, etc...

 

As for how they'd gain xp- Adventurer's Guilds do need to be more effective, and stationable in every city.  That's probably the best option.

Reply #23 Top

I like the idea getting experience based on the size of the city and the buildings and units that are finished there while the Governor is stationary.  If the devs don't want to do that, maybe the Adventurer's Guild could give 25% chance of 5% more experience per turn for stationed heroes, and when that is successful, a minimum of 1XP extra experience (just to get started =))?

Reply #24 Top

Nice thread.  These ideas need to be taken seriously.

Reply #25 Top

Quoting Goldseeker, reply 1
IMO governor path should be removed from the game, as making it viable will force you to have governor in every city, which is no fun at all.
 
I think that the better solution would be adding "when stationed" bonuses on number of perks in other paths. 
End of Goldseeker's quote

Interesting that no one seemed to notice this reply. Goldseeker makes a pretty good point. Just playing devil's advocate here, but is it 'fun' to have a champion sit in a city his whole life assisting you to hit the next turn button? Adding city bonuses (preferably non-stacking) to some abilities of the other champion paths might be a better idea.

Mind you that I am not totally against it, as doing this might create the strategy if hiring all governer champions and using soley units, and if so, would add some replayability to the game.

Perhaps more importantly why can't =all= units gain xp while stationed in a city? I mean it's not like the ammount you gain can't be balanced with the ammount you would recieve from killing creatures. There is absolutely no reason governer shouldn't give +x experience per turn while stationed in a city.