Sgtwolf00
Potential genius
Hey guys I just thought of this. Has anyone done a Cossack Hetmanate civ? Or some sort of Cossack state yet?
Okay, so the UA is nice. However, the second UUs very weak. Unahpiness penalties barley reduce combat strength, especially if great generals act as courthouses when stationed in cities. Besides, you can't call Rome's UU "romna general", because it will display in the game as "Roman Roman general".
WARNING CONTORVERSIAL!
Kampuchea - Pol Pot
Peoples of Angkar - Expend Citizens to increase the one yield of a field (2 Citizens and max yield increase +2).
UU: Khmer Rouge Infantry - Replaces the Infantry. The KR Infantry is a little bit weaker and more expansiv. This unit can faster move in jungle and forrest. Gets the promotions Drill I and II.
UNW: Toul Sleng Prison / UB: Security Prison - Kampuchea Version of the National Intelligence Agency. +50% better chance to catch enemy spies. Provides 2 Spies and -4 Happiness.
E&D
Spoiler :
D1: Abolish capitalistic Things
Requirement:
- Must have a ideology
- There must be a other ideology
Costs:
- 250 Gold
- 1Magistrate
One economic (Market, Bank and Stock Exchange), scientific (Libary, University and Public School) and cultural Building (Monument, Amphitheater, Opera House or Museum) gets destroyed.
Rewards: Provides Production and Food in each city for every destroyed building.
D2: Dissolve the Capital
Requirement:
- Must be in Modern Era
- Capital must have 20 Citizens
- Three Cities in the Empire
Cost: 2Magistrates and a selectable mass of Citizens (10+)
Rewards: Fields in a radius of 2fields gets +2Production and -1 Food for every 7th expended Citizen.
Events: Possible Traitor in Angkar
O1: We must destroy every enemy of Angkar! Our informers are very good. ( Gain one Spy)
O2: I dont believe your informers. Kill this fools! ( Lose one Spy and gain 1 Magistrate)
O3: Are you thinking you can threat me? Kill this Angkar member and the possible traitor! (Lose one Spy and one Magistrate)
O4: No this was just a test for the Angkar member loyalty. (Nothing happens, but this events won´t happen again and you can´t choose this Option again)
E2: Fall of Angkar
O1: We must flee in the jungle and fight! ( Kampuchea becomes Cambodia and the leader changes to Norodom Sihanouk. Cambodia gets a new trait, but Khmer Rouge Armys (( KR Infantry and Artillery)) will spawn near your Capital every 5th turn round for 20 turns. You gain 3 infantry´s and 2 machine guns at the beginning of the fight and after the 10th turn of fighting. If your Capital stays after 20 turns you stay as Cambodia, but if the Khmer Rouge Army (Barbarians) can capture your Capital you become back to Kampuchea and you gain every survived Unit of the KR Army)
"One Horse" - did you listen about "game mechanic"?UU doesn't work, the Trojan horse wasn't used for a siege and their was only the one Trojan horse, so being able to build as many as you want isn't realistic.