No Minor Leaders Gameoption

Issue #91 resolved
lfgr created an issue

Since I plan to add support for extra leaders that are neither major or minor and I want to allow enabling them conditionally (original only, original and minor, original, minor and extra), this implementation should use a new XML tag for leaders which sets a category for them. This tag would allow to create options for which leaders to use in a simpler way.

More Naval AI issue: https://sourceforge.net/p/tholalsffhaimod/feature-requests/131/


Original text:

No Minor Leaders are generated randomly, can still chose explicitly. I would not always check that, but probably mostly.

But I think it would require a <bMinor> tag for LeaderHeadInfos.

Comments (11)

  1. joseasoler repo owner

    There is currently no distinction between minor and major leaders in ExtraModMod currently. The Revolutions code is tweaked to reflect this (there are no leaders marked as minor when selecting which leaders to use when creating a revolution leader). The minor leaders enabled in ExtraModMod appear randomly normally for me.

    That option would be nice for people who don't want to use the extra leaders. I'll keep this proposal in mind for when I finish all current bugs.

  2. lfgr reporter

    It wasn't meant as a bug report, just as a proposal. "No Minor Leaders are generated randomly, can still chose explicitly." is what in my opinion the new Gameoption should do. I think RifE has an Gameoption that does exactly this (Well-known faces or something)

  3. joseasoler repo owner

    This will finally not go in 0.4.0, as it is somewhat complicated and I need to release soon.

  4. joseasoler repo owner

    0.5.0 will include this feature. I wonder if I should take advantage of this to implement leader categories instead. That way, we could have minor leaders (the ones already included in ExtraModMod along with the major leaders) and, in the future, extra leaders (additional leaders that are not taken straight from the lore, the only current example being Cheron). That way, in the future it would be possible to include even more leaders that give civilizations new interesting ways to be played, but guarding them with yet another setting for those who prefer to play according to the lore.

  5. joseasoler repo owner

    I'm currently coding the category system and I cannot make my mind about a certain detail. I'm going to include two new game options, enabled by default. One of them will enable the scenario leaders as normal leaders, and the other one will enable the extra leaders that are not included in the lore.

    I wonder what to do with regard to choosing leaders to lead puppet states and/or revolutions. I'm certain that if the extra leaders are disabled they should not be used at all; they will mostly be disabled by people who don't want lore changes and therefore they won't want to see them at all. But in the case of the scenario leaders, it may make sense to allow to use them for puppet states and revolutions even if the "allow scenario leaders as normal leaders" game option is enabled. What do you think?

  6. joseasoler repo owner

    I went ahead and committed this feature. For now, extra scenario leaders are allowed by default as puppet state/revolutions leaders. I don't have a strong opinion on this so it can be changed if another behavior is preferred.

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