Path of the Governor - Garrison Leader?

Just read two complaints about the game that I thought could be addressed at once - that defending your holdings with garrisons is difficult/impossible when tougher monsters come calling, and that Path of the Governor requires active monster-hunting to be useful.  Solution - give Path of the Governor a bunch of traits enhancing city/territory defense (and make monsters aggressive enough to actually go for cities after entering your territory, rather than wandering around while you wonder what to do).

Here are some possible trait bonuses:

Double road movement (to better defend a large empire)

Double HP for city militia units (these units are currently irrelevant against tough enemies except as temporary meatshields - might as well improve that function)

Double city defensive bonuses (so double the defending dodge boosts, double damage for Wall of Fire, etc.)

50% bonus to own Defense when defending a city.

Spend 5(maybe more) influence to halt a monster in your territory for 1 turn (on the strategic map) unless it resists.

Think this would help?

8,510 views 17 replies
Reply #1 Top


Here are some possible trait bonuses:

Double road movement (to better defend a large empire)

Double HP for garrison units (these units are currently irrelevant against tough enemies except as temporary meatshields - might as well improve that function)

Double city defensive bonuses (so double the defending dodge boosts, double damage for Wall of Fire, etc.)

Spend 5 influence to halt a monster in your territory for 1 turn (on the strategic map) unless it resists.

Think this would help?

Not sure I agree with double but a little bonus of say +1 or +2 movement while on roads could be good. 

I really hate adding tons of extra defence (when I see us just coming to balance on the ATT vs DEF things with weapons. )  I would advocate for leadership, like small incentives to initiative or slight attack bonus for garrisoned units.  Those spells are wayy good enough without doubling them.

5 influence is way to cheap to do that.  Not sure I like this idea.

I am for improving governors rather than just removing it.

Reply #2 Top

Double HP for garrison units (these units are currently irrelevant against tough enemies except as temporary meatshields - might as well improve that function)

This should only be added to city militia, but is a nice idea for a trait!

I don't think he needs the others, he should just have access to some of the army-wide traits!

Sincerely
~ Kongdej

Reply #3 Top

yeah its a great idea, a governor specialization that buff defenders and city militia. great idea and probably easy to implement

 

stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that

Reply #4 Top

Quoting Kongdej, reply 2

Double HP for garrison units (these units are currently irrelevant against tough enemies except as temporary meatshields - might as well improve that function)

This should only be added to city militia, but is a nice idea for a trait!


Sincerely
~ Kongdej

That's actually what I meant :)

Quoting ddd888, reply 3
stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that

If nearby enemy monsters consistently attacked cities, rather than sometimes entering your territory and wandering around for an indeterminate time before striking, the xp from those attacks would be a lot more reliable.

Thanks for the support guys!

Reply #5 Top

Quoting ddd888, reply 3
yeah its a great idea, a governor specialization that buff defenders and city militia. great idea and probably easy to implement

 

stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that

Not 100% convinced governors need to boost city defenses (isn't that what warriors are for?), but there absolutely needs to be some way to have governors, and only governors, gain XP while in cities.

Reply #6 Top

i thought about a unique governor set of skills

stuff like "rule the city", governor links to the city (lose all movement) for n turns, ofc production(or gildar income or other things) is increased and after you worked there you gain some exp

Reply #7 Top

Oooo, interesting.  I like the idea of boosting the effectiveness of all aspects of your city with the governor, especially given how easy it is to eliminate unrest penalties at the moment.  I'd limit it to the city that particular champ is in at casting, though, if possible.  As fun as it would be to have a governor giving bonuses to 2 cities at once, that would be completely nonsensical, and maybe slightly OP.

Reply #8 Top

yes ofc the bonus is for the city the governor is governing in that moment

 

also i was thinking higher lvl skills for governor might be more specifics boosting research or production only but by a larger amount

Reply #9 Top

I've been think about Governor for a while too.

 

I think I would rename it 'Path of the Commander' and move all those (+ to army) abilities and create a few more (+ to city) skills to flesh out and centralize the command abilities.

The Warrior, Defender, Mage and Assassin paths would contain stuff to embellish that specific Hero.  Which a lot of those choices currently do very well.

The Path of the Governor (Commander) would group abilities affecting you and others under your command.  Just for choosing it you would gain the unrest bonus, +1 exp/day for sitting(ruling) in a city, and a 5% increase in city output.  New skills would expand on these bonuses and/or provide new stuff to pick from.  The whole idea being, choosing this path enhances the Hero's, rule and control of others.

 

 

Reply #10 Top

lol in fact i did exactly the same, a path of the commander only for buffing your army, moved the army aura stuff there from defender

but i made it as defender subclass it seems more indicated that way imo

defender-commander a warrior to lead your army and empower others

defender-fighter(didnt think of a good name) to greatly reduce incoming dmg and be able to handle the strongest monsters and stuff

 

governor imo has to interact with city only or maybe with its defender, im fine with buffing militia or even the troops defending a city not with general buffs

just my 2 cents

Reply #11 Top

Quoting ddd888, reply 3


stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that

 

Perhaps an easier approach would be to allow a governor stationed in a city to gain exp each time that city builds a wonder or special one off fraction improvement.

Reply #12 Top

yes i thought about that but it is too easy to exploit, you would move all the governors back and forth etc

 

its something id like though, but need anohter way to start gaining exp, this might be like a bonus

Reply #13 Top

Giving heroes 1 xp for each 2 turns they are in a city would never get out of hand, and would allow "governors" to actually hit level 4 to gain the governor trait.
Also this would not be a thing to stand and wait for, since its so little xp that it only counts in the long run, but could help those poor starts where your sovereign is surrounded by 1 trillion wildlings, bears and dragons without anything to level off.

Sincerely
~ Kongdej

Reply #14 Top

All units in the entire game should gain .5 xp every turn. B)

Reply #15 Top

Quoting cardinaldirection, reply 15
All units in the entire game should gain .5 xp every turn.

just no >_<
Meaby trained units could gain ½ an xp every turn they are stationed in a fortress, but I like the idea of XP actually having to be earned.

Sincerely
~ Kongdej

Reply #16 Top

Quoting ddd888, reply 11
but i made it as defender subclass it seems more indicated that way imo

 

Makes sense in a combat way to do what you mentioned.  

I kind of dislike having the traits, that help your army as a whole, be available to any hero.  The amazing mage or tank hero should be just that, and the hero making the army work like a finely oiled machine should be separated out.

That being said, I'm liking the game a good bit, I am just hoping they tune this area up a bit.

 

Reply #17 Top

Quoting Kongdej, reply 16

just no
Meaby trained units could gain ½ an xp every turn they are stationed in a fortress, but I like the idea of XP actually having to be earned.

Sincerely
~ Kongdej

 

I meant monsters too, the world would get progressively more dangerous along with the players: everything growing; additional xp earned as usual.