Politics and leaders

Can we please have the templates and the commands for a political layer added to the game so that modders can make politics a thing?

  1. Spawn/kill leader. Leaders should spawn, and be killable. Killing a leader should have political implications. Not game winning, but other effects. For example, if you kill the leader of a faction, all of that faction’s alliances should dissolve, and the faction should be unable to ally other factions for a short time. This would allow the killing of a leader to throw an alliance into chaos.

  2. Diplomats. Diplomats should be able to be trained from villagers by the leader. diplomats that are sent to other factions cause them to be less hostile, and if enough diplomats are assigned to enemy structures, a peace is possible. Humans can override this, but if you want an official alliance you need at least 5 diplomats on enemy structures. Killing diplomats causes the alliance to weaken, eventually cancelling it.

3.Reputation that is affected by killing units, and gifting tribute. Reputation affects how easy it is to forge an alliance.

  1. All factions start off neutral, and there are two new victories: Kill all living faction leaders at least once, (they don’t lose if their leader is killed, he respawns, but you win if you have killed all living faction leaders once) And grand alliance, where the first faction with alliances with all surviving factions wins, and the allies of that faction lose. The last two factions refuse to ally with factions that have allies already.

  2. Forced allegiance. This is done by capturing a friendly leader with diplomats. The way to get him back is to send your own diplomats to the castle he is in and swap diplomat out for your leader and take him back. During forced allegiance, you cannot break an alliance, however the player holding your leader can break the alliance, expelling the leader from the castle.

  3. Assassins. Assassins can kill any diplomat (even your own). They are trained from swordsmen by your leader.