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Path of the Governor

Path of the Governor

Does anybody give their heroes this?  I convert mine into mages.

134,280 views 58 replies
Reply #26 Top

The free research or gold they can provide works even if they are off adventuring.  They will not be great heroes or anything, but they can be decent.  If my first hero is a bit scrubby, I often turn them into Govs and get the loremaster traits on them, the extra research is helpful in the early game.  Or if I have sions or henchmen, I turn them into govs sometimes.  Probably my least used upgrade.  But it's not that bad.

Reply #27 Top


Isn't it a bit unrealistic to send a govenor out into the wildress to get better at governing? 'Here son, take this spear and this helment and come back with the ability to research better!'

Reply #28 Top

Quoting Emperor_Nero, reply 27

Isn't it a bit unrealistic to send a govenor out into the wildress to get better at governing? 'Here son, take this spear and this helment and come back with the ability to research better!'
End of Emperor_Nero's quote

 

Yea, but at the same time, I could get better at casting spells by smacking a wolf or punching a spider.  

Reply #29 Top

Simple solution: Governor traits affect the nearest city instead of only a city the governor is stationed in.

Reply #30 Top

Quoting simon_doe, reply 30
Simple solution: Governor traits affect the nearest city instead of only a city the governor is stationed in.
End of simon_doe's quote

Eww solutions, thats not why we have a forum... ^_^

One of the better ideas, I like a bonus to the nearest city.

I found that during all my games, everytime I put a hero on the path of gorvnerors, he was holding back the empire compared to gaining a new mage or assassin.

Sincerely
~ Kongdej

Reply #31 Top

path of the governor is imo worthless. The game only provides two methods for passively levelling units, as i recall (only one which works for champions). Both of them give only a "25% CHANCE" per turn, to gain 1 xp. which is pretty pointless. It would be too weak even if it were a guaranteed 1xp per turn. 

Given the far far far higher rate that xp can be gained from battle, i don't think it would be unreasonable to expect the adventurer's guild to give a flat 5xp per turn to heroes stationed in the city. Or failing that, perhaps add some other non-unique buildings for passive xp gain so we can stack them up

having to level a governor in combat, just doesn't feel right. Governing itself needs to have some xp gain. A possible approach to consider is the one used in Endless Space, where a governor gains some xp for every unit/project that is completed under their command.

aside from that, i think the path does need some other abilities. I don't see much worth in % based bonuses, i'd rather see something more fundamental like

  • +1 materials
  • +1 grain
  • +1 essence
  • Some amount of passive xp gain for other units in the city
  • Some extra defending units in the city the governor is stationed in
  • % reduction in the cost of strategic spells within a few tiles of this city

These right away are simple things that are hard to get, but would make an immense difference to a city. Rather than marginally more of what you've already got, these abilities could be used to transform a city, and to make an experienced governor a highly valued unit

Reply #32 Top

I've been making a governor to use to grow my cities quicker... i just keep moving him around to whatever city needs to grow

 

 

Reply #33 Top

Yeah, I now usually run with 2 governors in most game (I just cast destiny's insight to level them if I can't be bothered to actually fight with them), their main purpose is to go to new cities to reduce unrest and boost growth. My main is usually an assassin, and sometimes (rarely) a mage. Considering that, I see governors as probably the most useful path as it is, definitely don't really need to buff them anymore unless you're totally changing the unrest/growth mechanic in the process.

Reply #34 Top

Actually I have a couple of ideas for Governor.

As well as Administrator trait, which is handy for getting a city's unrest right down, how about a Drill Master trait?  Another way of levelling up army units, except not tied to a 1 per faction building.  When those units leave and go out into the field, they 'remember' their last drill master and when they win a battle he gets XP as well.

Or if you're into research, why not an Archivist trait, which will allow any city to increase its research output when production is idle.  And then when a research project is finished, any Archivists still stationed get XP.

Or if you're into making money, a Guild Master trait which allows any city to produce more gildar while production is idle.  And every time you rush something using gildar at that city, he gains XP.

Reply #35 Top

Probably too hard to mod in, but it would be appropriate if the POTG heroes got experience from some/all of the following:

  •  Leveling the town they are in (travellin' governors - weee!
  • Creating a Wonder in the town they are in.
  • Extra XP for winning a battle in the city and/or that city's territory where another Hero is not part of the battle.
  • XP from any battle you win in which a Hero or Sov is NOT present.
  • Rushing a building.
  • Being on the same tile as a Pioneer when it settles a town.
  • Shared experience for all Govs you control when making a trade.
  • Shared experience for all Govs you control when creating an alliance.
  • Shared experience for all Govs you control when negotiating peace.

 I just thought of those in 5 minutes.  I'm sure there are some other appropriate town-related and diplomatic events that could all apply to the Govenor's stay-at-home attitude

Reply #36 Top

Besides Adventurers Guild, there is a spell (I forget the name of it) which allows you to convert mana into experience points. That too can be used to level Govs in cities (if you have the mana to spare).

Reply #37 Top

Where are you people finding extra heroes to leave in cities..In the games I've played I've been able to recruit 2-3 champs and I need them all exploring in the field

Reply #38 Top

Quoting enoeraew37, reply 38
Where are you people finding extra heroes to leave in cities..In the games I've played I've been able to recruit 2-3 champs and I need them all exploring in the field
End of enoeraew37's quote

This is entirely dependent upon the settings you're playing with.  Map size and hero density, specifically.  

Reply #39 Top

I generally only fight with one stack (the sovereign), so the first two hero are usually sitting in towns. Field exploration is left to a horse scout (4 movement + ignore terrain penalty).

Reply #40 Top

Quoting enoeraew37, reply 38
Where are you people finding extra heroes to leave in cities..In the games I've played I've been able to recruit 2-3 champs and I need them all exploring in the field
End of enoeraew37's quote

 

This is actually true of most of my games.  I usually only have a small handful of heroes, Usually 3 for most of the game, sometimes late in games I get more, but with many costing over 1,000 gold, I often don't bother.  

Reply #41 Top

I have henchmen to do some of the heavy lifting.  Not every hero works well as-is, sometimes you need someone that can cast Aid/Heal or haste/Guardian Wind in the back.  Well, I find it works pretty well.

Reply #42 Top

I think probably the best way for governors to be governors would be to let them gain 1xp/turn in a city, and +10xp upon improvement completion while in a city. You still won't level as fast as a combat hero (not even close) but you'll be providing full benefits to a city and at least gain a couple of levels.

 

Late game you can probably afford to convert mana or gold to xp (destiny's insight or quest maps) for your governors, but early/mid that's not going to happen.

Reply #43 Top

Quoting Trojasmic, reply 33
I've been making a governor to use to grow my cities quicker... i just keep moving him around to whatever city needs to grow
End of Trojasmic's quote

+1 to this. Taking a Governor on a conquest (tagging along behind the main army if needed) is great when you capture an enemy town and plant him in it to counter the occupation unrest and get it up and running as soon as possible. If part of the main army he can bank up a bit of experience.

With Altar and quest scrolls you can PRODUCE governors from henchmen by carrying them by a good army. They essentially pay for themselves doing the quests. Keeps you occupied when not at war haha.

Reply #44 Top

I would also appreciate it if Governors had some ability to boost the inherent City Defense units.  This would influence my decision on when/where to park the Gov if I perceive a city to be in Jeopardy with few constructed units available

Reply #45 Top

If you want army boosting skills, go path of the defender... I don't think governors should be boosting army strength. The only thing I think would fit governors would be a wage reduction path, and perhaps something akin to a bribe skill (spend gildar to stun enemy for x turns).

Reply #46 Top

Notice I said the inherent City Units, not the ones produced

Reply #47 Top

If the defender shows up in battle, I'm pretty sure he gives it to the militia as well as normal units. Then again, it's been forever since I've defended a city.

Reply #48 Top

Quoting Kalin, reply 46
If you want army boosting skills, go path of the defender... I don't think governors should be boosting army strength. The only thing I think would fit governors would be a wage reduction path, and perhaps something akin to a bribe skill (spend gildar to stun enemy for x turns).
End of Kalin's quote

 

I like the idea of paths involving wage reduction, increased production efficiency, and perhaps a very small chance each turn at improving the character of the land, causing a new resource to appear.

Reply #49 Top

I'd like to see an incentive to keep governors with an army (apart from levelling them) in a role not already covered by one of the other paths (parking a governor in a settlement just doesn't seem like interesting/fun gameplay to me). The most obvious role would be to provide economic benefits such as

Paymaster: No upkeep for units in the governors army

Salvager: Gain resources from defeated units (such as metal, horses, crystals etc.)

Extra spoils: Increase amount of gildar earned when winning a battle by 50/100%

Looter: Receive gildar when capturing (or razing) an enemy settlement, e.g. based on its level

Pillager: Receive gildar or resources when destroying an enemy resource improvement (mana from altars, horses from ranches, gildar from gold mines etc.)

Some other abilities that might fit the governor role:

Quartermaster: +1 to the movement of all units in the governor's army

Banker: Earn 1% interest on gildar in treasury each season

Pioneer: Can build an outpost for 50 gildar

Road builder: Can build roads (already in the game but not sure if governors get a chance to pick it up)

Cook/healer: +1 health regeneration per season (already available to henchmen/warriors but seems to fit the governor too)

 

 

Reply #50 Top

Dear lord, please no to banker. That would be so op. As if Treasury Vault wasn't bad enough as is.