Losing a leader doesn't always negatively effect a country, and adding a leader unit to the game is not a good idea, in my opinion. This isn't chess, it's war 
New Unit Suggestion: Leader
Leader Unit
With all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
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23 Replies
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
so basically a moving infrastructure?
seems pretty useless to me
More like a moving Fortification.Teburu wrote:
so basically a moving infrastructure?seems pretty useless to me
You're right, but it's just adding another level of strategy to the game, and it would be really helpful on the bigger maps where moral can be in the tank in far away provinces.WascallywabbitCDN wrote:
Losing a leader doesn't always negatively effect a country, and adding a leader unit to the game is not a good idea, in my opinion. This isn't chess, it's war
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
Say that to Churchill, who couldn't even move his fat body much in Parliament (lol, just a joke)
"Giving up is not an option in war, for it proves one's incapability and incompetence as a leader." - Me (Little Racoon)
LmaoLittle Racoon wrote:
Say that to Churchill, who couldn't even move his fat body much in Parliament (lol, just a joke)
In the age of mass media the morale benefit of having the leader close by would exist, yes, but it wasn't super high. Adding the leader like this would break the immersion of the setting; I want to feel like I'm playing a ww2 game, not a medieval game.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
good point but you are losing it... it would be better a leader in consideration of a military rank, like commanders , captains and others to improve attack/defend stadistics of the surrounding troops, not counting air divisions. So I would fusionate this idea with my release of "combat experience" and boom... real leaderships and veteran troops in the battlefild thanks me later hahahaha...
And this men got a point xDeruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.
T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
Well, who sends their leaders to war? They r usually sitting on a ship during WWII, not commuting suicide by charging.
However, thatβs a good idea. But, a better thing to do is: when they r in a stack, the troops move faster than usual
letβs see... hmmm... the president of America charges? Unrealistic. However, this is just a game.
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
well, Iβm already having a headache from trying to do so in 1.0...RiverWolf74 wrote:
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
Research costs so high
1.5 is easier for research and stuff...you get more resources. Itβs just more challenging in the late half of the game because of manpower shortages.Nn gg wrote:
well, Iβm already having a headache from trying to do so in 1.0...Research costs so highRiverWolf74 wrote:
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
haha having manpower high shortage but so freak in rich.RiverWolf74 wrote:
1.5 is easier for research and stuff...you get more resources. Itβs just more challenging in the late half of the game because of manpower shortages.Nn gg wrote:
well, Iβm already having a headache from trying to do so in 1.0...Research costs so highRiverWolf74 wrote:
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
200k money
Yeah just spam industries in all core provinces, starting with the high production cities and the provinces that produces 400+ manpower per day, then the low-producing ones that produce 100+ manpower per day.Nn gg wrote:
haha having manpower high shortage but so freak in rich.200k moneyRiverWolf74 wrote:
1.5 is easier for research and stuff...you get more resources. Itβs just more challenging in the late half of the game because of manpower shortages.Nn gg wrote:
well, Iβm already having a headache from trying to do so in 1.0...Research costs so highRiverWolf74 wrote:
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
what about those that give under 100?RiverWolf74 wrote:
Yeah just spam industries in all core provinces, starting with the high production cities and the provinces that produces 400+ manpower per day, then the low-producing ones that produce 100+ manpower per day.Nn gg wrote:
haha having manpower high shortage but so freak in rich.200k moneyRiverWolf74 wrote:
1.5 is easier for research and stuff...you get more resources. Itβs just more challenging in the late half of the game because of manpower shortages.Nn gg wrote:
well, Iβm already having a headache from trying to do so in 1.0...Research costs so highRiverWolf74 wrote:
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
If it is a core provinces, it shouldn't produce less than 100, unless you have really bad morale.Nn gg wrote:
what about those that give under 100?RiverWolf74 wrote:
Yeah just spam industries in all core provinces, starting with the high production cities and the provinces that produces 400+ manpower per day, then the low-producing ones that produce 100+ manpower per day.Nn gg wrote:
haha having manpower high shortage but so freak in rich.200k moneyRiverWolf74 wrote:
1.5 is easier for research and stuff...you get more resources. Itβs just more challenging in the late half of the game because of manpower shortages.Nn gg wrote:
well, Iβm already having a headache from trying to do so in 1.0...Research costs so highRiverWolf74 wrote:
Nuclear ships now canβt be produced in 1.5...because they are trying to make the game more realistic! This is juts making the game too unrealistic.T-3PO wrote:
Not everything in this game is realistic. I can assure you Nuclear Subs, Battleships and Aircraft carriers were not commonplace or easy to produce even towards the end of the war. And it's not intended to fight with someone, it's intended to raise morale. I'm sure that the leaders in America, England, and even Germany moved around somewhat.eruth wrote:
A nation's leadership is already represented by the capital. In WW2 nation leaders tended to stay in their capital, or make occasional tours, away from the fighting; the days of warrior-kings were over.T-3PO wrote:
Leader UnitWith all these new updates, CoW should really add a new "Leader" Unit. It's actual name would be the Position of the Leader of the country you're playing.
Spoiler
For example, the leader for America would be the PresidentThe Leader's properties would be as follows:
This would add another level of strategy to the game, as you would have to weigh the risk reward of moving your Leader around to boost morale, but also it would be catastrophic if he/she ends up dying. Because of the immediate loss or morale, production would go down and rebellions could even start occurring.
- A leader is automatically spawned into the Capital at the start of the game.
- A province the Leader is in would receive a 10% morale boost, and provinces in a certain radius of it would receive a 5%-7% moral boost, depending on how close it is.
- The Leader would be very slow and would not be able to attack or defend.
- They would have to travel with Infantry or any other defense unit if they wish to be able to defend against an attack.
- If attacked and traveling with other units, they would not take damage until the other units in the group are killed.
- While in the Capital, they would take 25% less damage from ground troops, and 50% less damage from air troops.(This is meant to simulate the defenses that would be found in a capital.)
- If the leader ends up being killed, all core provinces would receive a 20%-25% loss of morale that immediately occurs at day change. Non core provinces would have a 15%-20% loss of morale that happens over the course of two days.
- If it is killed, a new one will automatically start producing in the capital and would also immediately take priority over other units there. It would take 36 hours to produce and would only cost 10,000 money.
- Once a new one is built, morale will start going back to its normal amount over the course of two day changes.
Suggestions and Criticism are welcome!
guys... delete the last answers to make it easy and more sort to read it all xD
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