View Full Version : Class struggle mod?


danielkulla
Jul 19, 2007, 11:27 AM
I admit I'm lazy and perhaps I'm too unfamiliar with XML.

In short, I like the idea of a Warlords mod featuring class struggle. Best way to include it would be four national wonders representing the different forms of class rule so far. These wonders would have to provide a higher probability for certain Great People. They would also provide labor force, that is, workers units as well as military units.

I am uncertain whether these units are provided instantly after finishing the wonder, in certain periods of time or at random. Also, I don't know whether it might be better to have these workers and military units combined into one.

That would look something like this:


Slaveholders' State, no prerequisite, obsolete with monarchy, +1 Great Engineer, +1 Great General, produces Slave units (military strength 3, -50% defense, city raider, can alter terrain)
Feudal State, prerequisite Vassalage, obsolete with Liberalism, +6 culture, +2 Great Prophet, produces Peasant units (military strength 7, -20% defense, city raider, can alter terrain)
Bourgeois State, prerequisite Economics, obsolete with Industrialism, +10 culture, +1 Great Merchant, +1 Great Engineer, +1 Great Scientist, produces Proletarian units (military strength 13, city raider, can alter terrain)
Proletarian Revolution, prerequisite Communism, required civic State Property, +15 culture, +2 Great Engineer

Leif
Jul 20, 2007, 04:23 PM
I like the general idea, although I don't know if a national wonder would be the best way to represent society and culture.
I think expanded civics would be slightly more effective.

danielkulla
Jul 20, 2007, 05:19 PM
Considering what I want them to do, National Wonders have 2 main design advantages to civics:

- they can provide units

- they have to be built before a certain technology makes them obsolete