Suggestion: Councilor Automation
Posted: Sat Dec 03, 2022 7:42 pm
First, I know there's some planning for late-game changes for councilor management on the roadmap (and that may or may not include councilor automation to some degree, though the specifics haven't been defined).
But I think that a menu to set preferences for councilor automation from the get-go would be ideal for streamlining gameplay while still allowing for a certain level of flexibility.
I'm imagining a sort of if-then tree for this purpose.
Just for example:
1. If undefended Control Point, then Defend Interests (possibly starting with the highest GDP nation or giving some options for preferential targeting).
2. If no undefended CP, then stabilize any controlled nation with >X Unrest (could give the option to set a tolerance level for X).
3. If no Unrest >X, then Advise.
My frame of reference for this type of automation is the Tactics menu from Dragon Age: Origins (which I felt had a fairly excellent UI for this feature), but I've been told that Rimworld has also done something along these lines.
But I think that a menu to set preferences for councilor automation from the get-go would be ideal for streamlining gameplay while still allowing for a certain level of flexibility.
I'm imagining a sort of if-then tree for this purpose.
Just for example:
1. If undefended Control Point, then Defend Interests (possibly starting with the highest GDP nation or giving some options for preferential targeting).
2. If no undefended CP, then stabilize any controlled nation with >X Unrest (could give the option to set a tolerance level for X).
3. If no Unrest >X, then Advise.
My frame of reference for this type of automation is the Tactics menu from Dragon Age: Origins (which I felt had a fairly excellent UI for this feature), but I've been told that Rimworld has also done something along these lines.