Leaders

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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labgnome
Vacuum Dragon
Posts: 619
Joined: Mon Mar 02, 2015 5:57 pm

Leaders

#1 Post by labgnome » Tue Dec 24, 2019 10:15 pm

So I have been thinking about Free Orion lately and something that occurs to me is that soon we may want to decide what if any system for leaders we would want to implement. I would like to open the discussion on leaders and how we would like them to work in Free Orion.

For my own take on what I think leaders should look like, if anyone remembers the Game Pax Imperia, it had a fairly simple leader system that I think could be adapted to our needs. From what I remember leaders were generated by planets, and could be promoted to various positions. Leaders also had positive and negative traits that could grow as you progressed. I think similar mechanics would fit nicely within Free Orion.

For our needs I think that we could use four types of leaders:
  • Administrators: generated by planets. Each inhabited planet has one administrator. Provides bonuses to planets.
  • Governors: promoted from administrators. Each inhabited system can have one governor. Provides bonuses to ships and planets in a system.
  • Admirals: promoted from administrators. Each fleet can have one Admiral. Provides bonuses to ships.
  • Envoys : promoted from administrators. Envoys carry out influence projects.
Each colony will generate a random level 1 administrator type leader once it is established. Administrators can be dismisses at any time until you find one you like. Each administrator will start off with two positive traits and one negative trait. These traits will grow every 5 turns as the leader levels up, with one random trait growing each time. Positive traits will grow better and negative traits will grow worse when they level up. Each leader has a maximum level of 10, and each leader trait can be grown a maximum of 5 times.

Governors would be promoted from administrators and be housed in a "governors manor" building. You will have a limited number of governors manors you can initially construct with the ability to build more with new technologies and possibly policies.

Admirals would be promoted from administrators and be carried in "command module" ship-parts. You will have a limited number of command modules you can initially construct with the ability to build more with new technologies and possibly policies.

Envoys would be promoted from administrators and be carried in "diplomatic shuttle" ship-parts. You will have a limited number of diplomatic shuttles you can initially construct with the ability to build more with new technologies and possibly policies. Envoys will be needed to be transported to the location you want to carry-out the influence project. For projects targeting an empire the envoy must be at the capitol.

For leader traits I would like to propose the following system:
  • good/bad foreman 10% production (planets) & 10% hull points (ships) per level
  • good/bad academic 10% research (planets) & 10% sensor range (ships) per level
  • good/bad diplomat 10% influence (planets) & 10% stealth (ships) per level
  • good/bad fighter 10% defense (planets) & 10% weapons damage (ships) per level
  • good/bad planner 10% stockpile (planets) & 10% fuel efficiency (ships) per level
Each trait covers a planet-based ability and a ship-based ability. Leaders would have 3 traits, with two good traits and one bad trait. They would start off at +10% or -10% and could go to +50% or -50% as the leader levels up.
All of my contributions should be considered released under creative commons attribution share-alike license, CC-BY-SA 3.0 for use in, by and with the Free Orion project.

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