Republica DLC, Leadership Pool Suggestion
Posted: Sat May 27, 2023 3:53 pm
I don't think any of the planned features will do well unless they're strongly inter-connected with each other, and base game mechanics, and hopefully with my suggestion will help flesh them out as Leaders are the source of their gameplay.
Basically, have a "Leadership Pool" that generates at a designated minimum relative to planet-size and Regime-size, semi-determined Leaders, with full Stats and Skills generated upon hire or activation. Every Minor, Major, and Wildlife, encompassing all their own Hexes, has their own Pools that generates Leader's relative to the aspects of their Regime's multi-faceted backgrounds, terrains, populations, religions, etc.
Leadership Pools at start automatically divide your Leaders by Faction, Age, Capability Lvl, Technical Rating, Command Rating, Interpersonal Rating, and my own, Career. These are the only parts of them generated until activation.
As Minors and Majors overtake each other and Wildlife hexes, they'll automatically consume a portion of that Regime's Leadership Pool whether they're diametrically opposed or not, as Hegelian Dialectics postulates, a new synthesis will emerge that will change your current Regime somehow, some way. Many Leaders in your Regime will enthusiastically incorporate the conquered foreign Leaders that are ideologically similar - and others commit near-future regicide. Along with that, there are Static-Leaders, such as Dojo Masters that can only be interacted with if their Hex is under your control, or forcibly inducted into one of your City/Assets.
My next detail is ALL Leadership recruitment, comes from these semi-generated Leadership Pools (LP). Thus every Leader you recruit already exists. And if the LP dilutes enough, simply more Leadership will slowly be generated every Turn. Naturally, many new Leaders will correspond to the numerous effects in your Regime play-through. They're entirely susceptible to Profile and events throughout the game that can eliminate or adjust them.
---Stratagems will still enlist Leaders from your LP. Examples:
-Recruit Junior will randomly choose any Leader from the Age low-end of the Pool.
-Recruit Civilian will randomly choose any Leader with high Technical Rating and Civilian-themed Careers.
-Recruit Senior will randomly choose any Leader from the Age high-end with elevated Skills/Experience.
-Recruit Military will randomly choose any Leader with high Command Rating and military-themed Careers.
What creates the replayability of this DLC content is that the Profile's you choose to start with, and everything else you can't control, determine the natural trajectories of your LP and hired Leaders. Going forward from Turn 1, the natural trajectory of your Regime won't be easy to stir from initially, but incorporating LP and Cities from very different Cultures and Profiles can cause shocks to your system. Your minority-Factions and Profiles can inherit new power-bases from new Regular Zones that can threaten your wanted Profile, generating countless events that now will involve Leaders activated or hidden in your LP. So perhaps we can have a multitude of Zone-types that prohibit political participation at the expense of native recruitment and productivity?
My last detail that pertains to both Leaders unactivated in an LP, and active in Job's or Reserve Pool's, are Leader-Occupations. Many Leaders will become personally associated with Cities, Hex Perks, specific Assets, Military Units, OHQ's, SHQ's, etc. This is how my Advanced Politics, and "Adventuring & Lieutenants/Oathsmen" would be represented.
These are my last examples and thoughts for Leadership Occupations and my thread.
-Capturing an AI Walker's Zone has a high chance of possessing an AI Static-Leader. This Leader can be forcibly inducted, but you must attach it to one of your Bureaucratic or University Assets to use it as a Director/OHQ. This here can spawn numerous events itself, and radically affect your Regime. Attempting to de-attach or permanently eliminate an eccentric or useless AI-Leader can cause a Stephen King-esque "Maximum Overdrive" event that can force some of your Industry, IP, and Vehicles to turn rogue and become an AI-Regime Rebellion.
-Most Leaders will associate themselves with Cities generically, overtime many with increasing Seniority, Credits, Corruption, etc will Occupy Private and Public Assets with various reasons whether it corresponds to their Career, Directorship, anything. Their Relationship, Loyalty, and Capability Lvl will have natural effects on that Assets productivity, but also your ability to Mothball, Close, and Upgrade. Some Leaders might even increase the Reserves of Assets, or Disband an Assets Lvl in response to bad loyalty, Capability Lvl, or Corruption Lvl.
With Leaders able to be attached on their own to Assets, the game can have dramatic political drama. Playing an Autocratic Regime could require that you willingly create oligarchs/fiefdoms by being able to assign an Asset or entire City to one Leader to placate/reward them, to another's unhappiness and Egoism. Autocracies require great Assets to keep Loyalty, Democracies require great Assets to keep Happiness. Democratic-Regimes will have Leaders demand a University built and automatically Attached to a Political Parties LP, wheres an Autocratic-Regime will have Leaders request a Private Police Station Asset be attached to their friend in the LP with a Military Career, increasing their Corruption, and Loyalty of Military Units to those individuals.
Thus, choosing to ignore or decline a Politburo's Leader request repeatedly can cause loyalty cascades, resulting in Cabinet/Governor/OHQ "mistakes". Ignoring or declining a Senate's demands can cause Faction turmoil and Loyalty loss, and ignoring Parliament can cause Population Unhappiness trends.
Lastly, Newspapers could be tied in to reporting these events, with Internal Spying revealing more information like an MTH Shareholder function, to discover if certain Political Parties are on the verge of claiming an Asset or seizing one from another Party/Leader.
Basically, have a "Leadership Pool" that generates at a designated minimum relative to planet-size and Regime-size, semi-determined Leaders, with full Stats and Skills generated upon hire or activation. Every Minor, Major, and Wildlife, encompassing all their own Hexes, has their own Pools that generates Leader's relative to the aspects of their Regime's multi-faceted backgrounds, terrains, populations, religions, etc.
Leadership Pools at start automatically divide your Leaders by Faction, Age, Capability Lvl, Technical Rating, Command Rating, Interpersonal Rating, and my own, Career. These are the only parts of them generated until activation.
As Minors and Majors overtake each other and Wildlife hexes, they'll automatically consume a portion of that Regime's Leadership Pool whether they're diametrically opposed or not, as Hegelian Dialectics postulates, a new synthesis will emerge that will change your current Regime somehow, some way. Many Leaders in your Regime will enthusiastically incorporate the conquered foreign Leaders that are ideologically similar - and others commit near-future regicide. Along with that, there are Static-Leaders, such as Dojo Masters that can only be interacted with if their Hex is under your control, or forcibly inducted into one of your City/Assets.
My next detail is ALL Leadership recruitment, comes from these semi-generated Leadership Pools (LP). Thus every Leader you recruit already exists. And if the LP dilutes enough, simply more Leadership will slowly be generated every Turn. Naturally, many new Leaders will correspond to the numerous effects in your Regime play-through. They're entirely susceptible to Profile and events throughout the game that can eliminate or adjust them.
---Stratagems will still enlist Leaders from your LP. Examples:
-Recruit Junior will randomly choose any Leader from the Age low-end of the Pool.
-Recruit Civilian will randomly choose any Leader with high Technical Rating and Civilian-themed Careers.
-Recruit Senior will randomly choose any Leader from the Age high-end with elevated Skills/Experience.
-Recruit Military will randomly choose any Leader with high Command Rating and military-themed Careers.
What creates the replayability of this DLC content is that the Profile's you choose to start with, and everything else you can't control, determine the natural trajectories of your LP and hired Leaders. Going forward from Turn 1, the natural trajectory of your Regime won't be easy to stir from initially, but incorporating LP and Cities from very different Cultures and Profiles can cause shocks to your system. Your minority-Factions and Profiles can inherit new power-bases from new Regular Zones that can threaten your wanted Profile, generating countless events that now will involve Leaders activated or hidden in your LP. So perhaps we can have a multitude of Zone-types that prohibit political participation at the expense of native recruitment and productivity?
My last detail that pertains to both Leaders unactivated in an LP, and active in Job's or Reserve Pool's, are Leader-Occupations. Many Leaders will become personally associated with Cities, Hex Perks, specific Assets, Military Units, OHQ's, SHQ's, etc. This is how my Advanced Politics, and "Adventuring & Lieutenants/Oathsmen" would be represented.
These are my last examples and thoughts for Leadership Occupations and my thread.
-Capturing an AI Walker's Zone has a high chance of possessing an AI Static-Leader. This Leader can be forcibly inducted, but you must attach it to one of your Bureaucratic or University Assets to use it as a Director/OHQ. This here can spawn numerous events itself, and radically affect your Regime. Attempting to de-attach or permanently eliminate an eccentric or useless AI-Leader can cause a Stephen King-esque "Maximum Overdrive" event that can force some of your Industry, IP, and Vehicles to turn rogue and become an AI-Regime Rebellion.
-Most Leaders will associate themselves with Cities generically, overtime many with increasing Seniority, Credits, Corruption, etc will Occupy Private and Public Assets with various reasons whether it corresponds to their Career, Directorship, anything. Their Relationship, Loyalty, and Capability Lvl will have natural effects on that Assets productivity, but also your ability to Mothball, Close, and Upgrade. Some Leaders might even increase the Reserves of Assets, or Disband an Assets Lvl in response to bad loyalty, Capability Lvl, or Corruption Lvl.
With Leaders able to be attached on their own to Assets, the game can have dramatic political drama. Playing an Autocratic Regime could require that you willingly create oligarchs/fiefdoms by being able to assign an Asset or entire City to one Leader to placate/reward them, to another's unhappiness and Egoism. Autocracies require great Assets to keep Loyalty, Democracies require great Assets to keep Happiness. Democratic-Regimes will have Leaders demand a University built and automatically Attached to a Political Parties LP, wheres an Autocratic-Regime will have Leaders request a Private Police Station Asset be attached to their friend in the LP with a Military Career, increasing their Corruption, and Loyalty of Military Units to those individuals.
Thus, choosing to ignore or decline a Politburo's Leader request repeatedly can cause loyalty cascades, resulting in Cabinet/Governor/OHQ "mistakes". Ignoring or declining a Senate's demands can cause Faction turmoil and Loyalty loss, and ignoring Parliament can cause Population Unhappiness trends.
Lastly, Newspapers could be tied in to reporting these events, with Internal Spying revealing more information like an MTH Shareholder function, to discover if certain Political Parties are on the verge of claiming an Asset or seizing one from another Party/Leader.