General/Commanders
Generals are really difficult to add into the game as a unit. Besides their differing origins (e.g. naval academy, promotion through ranks, etc) with some more successful than others, you can't really quantify them as a unit.
I propose we remove generals from the game as a unit, and more as a fractional representative that the player picks.
(The term commander (CO) is used loosely with general below)
Implementation:
- Selected CO gives the player passive abilities e.g. infantry
damage plus 10%, Air armour plus 10% etc.
- Selected CO has tech abilities e.g. research ability "night
strike" costs 4 turns, gives all naval units plus 20% damage
that turn.
- As I observed from Aos and AoWw, it seems possible to
increase the player inputed field before entering the game
"Player Name, Nation, Colour, Players team" to "Player Name,
Nation, Commander, Colour, Players team".
- Possible location for Commander profile is before the
player name.
- COs ability could just be a massive effect applied to all units
belonging to a specific player. (If CO A has increased infantry damage passive, then all the infantry in that player's game would have the "Commander's Passive" effect, giving them extra damage)
Pros:
- Campaign isn't ruined as all previous maps would have the commander field as null. (That is, all new maps have the option to select COs or no COs, but all the older maps must be set to no COs)
- Much more replayability, and player freedom e.g. on naval
map you can select naval commander, land map ground or
air commander.
- AI shouldn't break.
Cons:
- Location for possible custom player Avatars might be restricted to only multiplayer chat lobby, unless you can fit two different images in the bottom left player name area.
- Bit of work, maybe for the further future.
- AI might need a bit of tweaking for effectiveness.
Generals/Commanders
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