Heavenfall Heavenfall

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

[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.

11,774 views 39 replies
Reply #26 Top

(Love the MOO2 idea for governors.) Anyone played Distant Worlds Legends? Governors and Leaders on planets gain traits (governor traits only affect the planet but leader gets both planet wide and empire wide traits) automatically as things get built on the world they are on (be it ships or structures). So build a brewery and you might run the chance of a governor that makes the people happier (becomes a good drunk) but he also might make it take longer to build troopers or buildings. Or he develops bad traits and isn't a good drunk and hurts town morale.

 

When you place a champ in a city you get asked if you want to make him/her a governor. Once you pick the governor path you plant your new gov  in the city of your choice. The champ automatically gains exp every turn in cities and he gets access to a governor tree as he levels up. He also can't pick any other path tree ie warrior, mage, etc... The only exception to this rule is the Sov. Sov's can pick 1 fighter tree and gov tree (Sov's are your badass unit).

 

To prevent city spam you need a champ in a city. You can have 1 empty city though (champs aint always easy to find) ie at the start you can have up 3 cities (tie some tech up to add more cities and outposts) 2 of those cities in the beginning have to have a champ in it. The third one doesn't.

Reply #27 Top

Quoting CdrRogdan, reply 25
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?
End of CdrRogdan's quote

Maybe not, but perhaps becoming a Governor could be a way to "retire" a Champion. When one gets too many wounds or other disadvantages they can be transformed into a governor and cash in their levels and traits for neat city related advantages. They'd still be able to fight if the city got attacked.

Reply #28 Top

Quoting TheColourOfHeartache, reply 27
Maybe not, but perhaps becoming a Governor could be a way to "retire" a Champion. When one gets too many wounds or other disadvantages they can be transformed into a governor and cash in their levels and traits for neat city related advantages. They'd still be able to fight if the city got attacked.
End of TheColourOfHeartache's quote

I like this idea.

Reply #29 Top

I agree more could be done with Path of the Governor.  They should earn XP as fast as fighting champions and it would be nice if we had more solid Path of Governor traits to choose from.  In addition to the +1 research, +1 gildar, there should be stuff like:

Librarian:  +1 research for each research building in stationed city

Guildsmith:  +1 materials for each materials building in stationed city

Trader:  +1 gildar for each gildar building in stationed city

Physician: +5 heal/turn for units in stationed city

Barterer:  Shop prices increased/decreased 10% for selling/buying in stationed city

Diplomat:  City produces +x diplomacy capital for stationed city

Storyteller:  City produces +x prestige for stationed city

etc, etc, etc.

Reply #30 Top

Quoting seanw3, reply 10
I like it when X is dependent on Intelligence. 

X = Int/4
End of seanw3's quote

 

me too.

Reply #31 Top

I think any hero with an ability which benefits either a city or your empire (ie + research, etc) should gain half way decent amounts of experience every turn if they are in a city. After all that hero has a trait which makes them good at doing civilization type stuff, they should be able to benefit from actually doing it!

Reply #32 Top

Whether or not governors gain exp by sitting around building things, I think it should also be viable to have them gain exp by fighting, cho0sing city-enhancements as their rewards, and eventually retiring to help one of your cities.

Reply #33 Top

Quoting Lord, reply 32
Whether or not governors gain exp by sitting around building things, I think it should also be viable to have them gain exp by fighting, cho0sing city-enhancements as their rewards, and eventually retiring to help one of your cities.
End of Lord's quote

 

I doubt that's going to change, but it doesn't really make sense, does it? What does a champ learn about governance and administration while killing monsters in a dungeon?

Reply #34 Top

How to deal with troublemakers? :grin:

Reply #35 Top

Quoting Heavenfall, reply 34
How to deal with troublemakers?
End of Heavenfall's quote

 

Ok, fair :D  I've worked in a bureaucracy long enough to have occasionally wanted to break out an axe. But that's got to be the exception, not the rule.

Reply #36 Top

Quoting crass_monkey, reply 33

I doubt that's going to change, but it doesn't really make sense, does it? What does a champ learn about governance and administration while killing monsters in a dungeon?
End of crass_monkey's quote

Their presence could reduce unrest by x% per level - either out of respect or fear.

Reply #37 Top

Quoting CdrRogdan, reply 36

Quoting crass_monkey, reply 33
I doubt that's going to change, but it doesn't really make sense, does it? What does a champ learn about governance and administration while killing monsters in a dungeon?

Their presence could reduce unrest by x% per level - either out of respect or fear.
End of CdrRogdan's quote

 

Sure, but that's not the bonus they're getting right now. It's bonuses to production.

Reply #38 Top

Quoting CdrRogdan, reply 25

Quoting Goldseeker, reply 1IMO 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. 

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.
End of CdrRogdan's quote

 

Some sort of passive gain would be nice, probably only up to a certain level cap for units, maybe associated with a training yard or a less unique sort of building. However, I disagree with the assertion that viable means mandatory. If it is viable, it should be because there are ideas that make the game more fun or just as fun if you have a champion act as a governor due to meaningful choices, random events, novel defensive options, whatever. If it is viable, it only becomes mandatory if those benefits are overwhelming by comparison with a well-equipped equivalent level champ busting heads and throwing fireballs.

Reply #39 Top

Why can't all units gain xp every turn, period, like in MoM, but have xp requirements scaled to compensate?  Perhaps 1 xp per turn, but double the xp needed per level (or something like that).  This could be buffed by a skill in the Governor tree, let's call it "Training" that could grant say, 2xp per turn to all units in that champion's stack at lvl I, 5 xp per turn at lvl II, and 10 xp per turn at lvl III.  (Kind of like the trait some heroes had in MoM - I have no originality here!)

Passive xp gain would help the AI more than the player anyway.  The AI tend to have more units, and the player can often get hundreds of xp per turn with their champion stack by monster hunting.  Passive gains would buff the AI more than the player.  It would result in more mid level units - meaning fewer one-shot cannon fodder for the heroes - and a doubled or otherwise increased xp requirement would scale back some on the ultra-high lvl stack (which would now need twice as much xp for comparable levels).