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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:22
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This disscussion has been had before...but anyway...
Yes, getting great leaders only from war, is yet another way the game encourages you to be war-mongering.
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JohnM2433
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Milwaukee, Wisconsin
Jul 2002 time: 21:22
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You can easily mod the Leader unit so that it can only be used to create Armies. There's no way to have anything other than elite victories or goody huts generate units AFAIK.
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ThaddeusAlexander
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Toronto, Canada (Canada's TRUE capitol :))
Dec 2000 time: 00:22
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Thats a great idea Destroyer, I'm with you 100% on that. I guess the only problem is people die eventually And, of course, you can only have one GL at a time ... so really you could use the GL to rush, say, the sistene chapel ... and basically you've created Michelangelo and the sistene chapel produces your culture.
But maybe a GL could create its own structure, a "Historic Site" that you could name yourself perhaps? Maybe that would make sense ... and it only generates more culture. Almost like permanently disbanding the GL for a permanent per-turn increase in culture. But why stop there? Why not have a GL do one of a number of things ... permanently make 2 content citizens happy, or maybe increase science of gold output for the rest of the game for the city? We're getting pretty involved now though, i know...
As for your comments solomyr, I have to say it would be the feat of having one unit move all tiles across the map. After all, its not so much for discovery as it is for saying "I did it!" and that is, after all, what would really make that great leader. If you have two ships meet, then you don't really have one great naval commander.
Which brings another great want: Naval Great Leaders! 
Cheers
~Thadalex
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sun_tzu_159
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Cheshire
Jan 2002 time: 05:22
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Hi all,
Great Leaders Ideas.
Firstly there seem to be only military great leaders. This should be expanded so that we have military, religious, cultural, industrial, scientific etc. GL's. These can be located in individual cities to boost particular attibutes to that city.
1. As with the Battlefield Medicine where you have to build five hospitals. You could have great religious leader after building five cathedrals, great industrial leader after building iron-works, great military leader after building five barracks.
2. As in CTP2 you could have great feats of human achievement. One of them was circumnavigation of the globe. Another was invention of concrete. Others related as in point one to building many city improvements, one of which was theatres which boosted your cultural ratings.
3. Based on resources/luxuries. This would encourage trade. When you have through trade a number of luxury/resource, maybe at 2,4,8,16 different received goods a GL is created. When the number of traded goods falls through acquisition within your own territory and lost routes through war and other factors the GL is gone. Of course this may generate more than one GL at a time, maybe as each is acquired the type could be chosen at random from list in intro above.
Regards
Sun_Tzu
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miike
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DFW Texas.
Aug 2001 time: 05:22
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I did not see anyone bring this up, so here goes. What about playing a game with alot of barbarians. Sure they are annoying early. But after a little while, you may be able to generate a GL, just by killing Barbs. This may provide you with a GL without having to go to war with people.
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Zero-Tau
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Elsewhere
Aug 2002 time: 06:22
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You can't get a Great Leader from defeating a barbarian. Unit promotions, yes, but no GL.
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Jason Beaudoin
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Canada
Jan 1970 time: 00:22
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I think the greatest flaw (but a materpiece) of CIV III is the leader system. So I agree with Thad.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:22
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quote: Originally posted by Optimizer
I would drop the Leaders' possibility to rush Wonders so that they could only create armies. The chance of getting a Leader should be increased too, so you can get more sure of getting an army sooner or later.
Shall we try to think up alternative uses for Leaders? I thought of using them for espionage missions. |
I have posted this idea some time ago... I do agree that great leaders shouldn't be able to hurry improvements or wonders - too much of a warmonger's advantage... Instead (if not used to create an army), leaders could increase the scientific, commercial, and/or shield output of a city they would be located in. Something like local Golden Ages... this way, they would still be useful even from the economic point of view, but they would not be SO much powerful as they are now.
The idea of non-military great leaders is driven by the desire to balance the game more in favour of peaceful builders. As the game stands now, the best way is to wage war almost constantly (or at least, a LOT), partly because of great leaders being more plentiful. If there was a way to get leaders in a peaceful way, too, the builders would improve their odds compared to the warmongers...
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