Gooblah
Heh...
- Joined
- Jun 5, 2007
- Messages
- 4,282
As I attempt to scour South America for World Wonders from the area, I have come up with a few more ideas (also, if you need unit modding, I can help with that; I can mod in XML just fine, and will have time (TONS of time) within a month...if its not done by then):
I noticed you had advanced allies and alliance systems as a part of your change list. Thus...
Alliances
Permanent Alliance: Creates a new Civilization. Can only occur between 2 Civilizations. Merges Cities, Units, Improvements, and Civics/Religions into one Civilization with one Leader. (use this to create the Austro-Hungarian Empire or other things where 2 Empires peacefully merged)
Defensive Pact: Creates a Defensive Pact between two nations. If one nation is attacked, other declares war on enemy. Pact will be cancelled if a signatory declares war on a nation.
Offensive Pact: Creates an Offensive Pact between two Empires. Functions like a Defensive Pact, but other signatory will be in war if one signatory declares war on third party (like Triple Entente in a way).
Capitulation: Occurs in Wartime only. Nation A may capitulate to Nation B (its war enemy) if Nation A has lost 50% of its population OR 50% of its land OR lost 50% of its military at the start of the war. Creates Open Borders and cultural healing bonus for Nation B's units when in Nation A. Creates Offensive Pact between Nation A and Nation B. Cannot be 'redded out' by Nation A in Diplomacy. Nation A cannot declare war or trade without permission of Nation B.
Voluntary Vassalage: Occurs in Peacetime only. Nation A may become a Vassal of Nation B if Nation A's Power is less than or equal to 55% of Nation B's Power. Creates Open Borders and cultural healing bonus for Nation B in Nation A. Creates Offensive Pact between Nation A and Nation B. Can be canceled after 10 turns by either party.
I don't remember the normal Capitulation ending requirements, but I would use those for this form of Capitulation.
I noticed you had advanced allies and alliance systems as a part of your change list. Thus...
Alliances
Permanent Alliance: Creates a new Civilization. Can only occur between 2 Civilizations. Merges Cities, Units, Improvements, and Civics/Religions into one Civilization with one Leader. (use this to create the Austro-Hungarian Empire or other things where 2 Empires peacefully merged)
Defensive Pact: Creates a Defensive Pact between two nations. If one nation is attacked, other declares war on enemy. Pact will be cancelled if a signatory declares war on a nation.
Offensive Pact: Creates an Offensive Pact between two Empires. Functions like a Defensive Pact, but other signatory will be in war if one signatory declares war on third party (like Triple Entente in a way).
Capitulation: Occurs in Wartime only. Nation A may capitulate to Nation B (its war enemy) if Nation A has lost 50% of its population OR 50% of its land OR lost 50% of its military at the start of the war. Creates Open Borders and cultural healing bonus for Nation B's units when in Nation A. Creates Offensive Pact between Nation A and Nation B. Cannot be 'redded out' by Nation A in Diplomacy. Nation A cannot declare war or trade without permission of Nation B.
Voluntary Vassalage: Occurs in Peacetime only. Nation A may become a Vassal of Nation B if Nation A's Power is less than or equal to 55% of Nation B's Power. Creates Open Borders and cultural healing bonus for Nation B in Nation A. Creates Offensive Pact between Nation A and Nation B. Can be canceled after 10 turns by either party.
I don't remember the normal Capitulation ending requirements, but I would use those for this form of Capitulation.