Feature Request - Based on government type, allow cross-utilization of leaders (Scientist as a governor, or General as a researcher).
- XP gain would be adjusted appropriately
- Traits may or may not apply in a new position
Rational - This seems thematically appropriate and would allow for some interesting choices. I imagine that certain traits would have cross utilization as well, but sometimes you'd be assigning a leader just based on their experience level and providing experience (even if at a penalty), when that leader would otherwise be unproductive. There are plenty of historical examples of leaders from different walks of society transitioning into various other roles. Some thoughts on implementation:
- Generals would always favor army tech as researchers; would actually lower the chance of civilian technologies appearing; provide "happiness" to rebellious POPs and those with certain traits; reduce the cost of training armies on the planet. Planet type would need to be, for example, a military type.
- Admirals would sometimes prefer various research (rocketry, military, ship designs, starport enhancements), lower the chance of civilian technologies appearing; provide happiness to POPs with certain traits; reduce the cost of ship maintenance at the planet; increase ship build time at starport; can lead science vessels (Star Trek, anyone?); can lead starports to provide their admiral bonuses to any allied ship in the sector. Requires a military or star empire type government.
- Scientists could lead robot and droid armies as Generals; can lead as governors with science directors and the like; would increase the happiness of POPs with certain traits; enhance the research output of a planet or sector;
- Governors unlike the others, could lead anything (based on society traits). While the most versatile, they'd have the least applicable bonuses; prefer society, industry, and energy research; requires the right society traits instead of an actual government types: for example, militarist could lead armies and navies; materialist could lead research or science vessels
- XP gain would be adjusted appropriately
- Traits may or may not apply in a new position
Rational - This seems thematically appropriate and would allow for some interesting choices. I imagine that certain traits would have cross utilization as well, but sometimes you'd be assigning a leader just based on their experience level and providing experience (even if at a penalty), when that leader would otherwise be unproductive. There are plenty of historical examples of leaders from different walks of society transitioning into various other roles. Some thoughts on implementation:
- Generals would always favor army tech as researchers; would actually lower the chance of civilian technologies appearing; provide "happiness" to rebellious POPs and those with certain traits; reduce the cost of training armies on the planet. Planet type would need to be, for example, a military type.
- Admirals would sometimes prefer various research (rocketry, military, ship designs, starport enhancements), lower the chance of civilian technologies appearing; provide happiness to POPs with certain traits; reduce the cost of ship maintenance at the planet; increase ship build time at starport; can lead science vessels (Star Trek, anyone?); can lead starports to provide their admiral bonuses to any allied ship in the sector. Requires a military or star empire type government.
- Scientists could lead robot and droid armies as Generals; can lead as governors with science directors and the like; would increase the happiness of POPs with certain traits; enhance the research output of a planet or sector;
- Governors unlike the others, could lead anything (based on society traits). While the most versatile, they'd have the least applicable bonuses; prefer society, industry, and energy research; requires the right society traits instead of an actual government types: for example, militarist could lead armies and navies; materialist could lead research or science vessels
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