Since CIV 1 there have been only 3 types of specialized citizens: entertainers, taxmen and scientists. I'm thinking the logic behind having these three is because they have an effect on each of the 3 different rates that you can control, i.e. luxury, tax and science rate.
But what's to prevent the game from offering other kinds? I can think of a few right off the bat that would be interesting to have and not necessarily unbalancing. Some you could use right away like the original ones, others would be tech-specific, age-specific, or evolve according to these criteria or whatever criteria we can think of.
For example:
- Religious. (what follows are different version of same specialty).
Medecine man(right away)/Shaman(after mysticism)/Priest(after monotheism)/Cardinal(after monotheism but prerequisite: cathedral in the city)...
Base medecine man makes units in town defend as though they were more experienced so conscript defends at regular, regular at veteran, etc (him doing his war-chant... note that I put defend, so barracks is still useful).
Shaman is same as medecine man but also cities with shaman do not lose shields to corruption when building religious improvements and wonders that have an effect on mood (Oracle, TOA, etc... except woman's suffrage: a city with a religious worker cannot build that wonder
).
Priest same as the first two plus; buildings and/or wonders which reduce unhappiness also reduce corruption (a bit like courthouse).
And Cardinal same as the first three plus corruption reduced at greater efficiency (puts animation in city display where citizens kneel to kiss his ring
).
- Military. available after warrior code but evolves.
ancient age: your 2 strongest units in town defend as though it were an army. Middle ages: your 3 strongest units in town defend as though it were an army. Industrial age: your 3 strongest units in town defend as though it were an army and when you draft, mood penalty cut 10%. Modern age: your 4 strongest units in town defend as though it were an army and draft mood penalty cut 25% also two units drafted in a single turn instead of one.
- Civil servant. available once a city reaches size 12 and after corporation (or create new tech named bureaucracy). Wasted food (when a city grows) is carried over in the food box, also wasted shields (when a project is completed) are carried over to the next project (woohoo less micromanagement later in the game
). Otherwise if no civil servant is present in a city size 12 and above, any time waste of food and/or shields occurs the amount of waste is deducted from the income generated by that city (example: a 10 shield waste upon completion of a unit or building would represent a 10 gold deduction to the income from this city on that turn).
So what do you think? Do you have similar ideas. Let's hear them...
But what's to prevent the game from offering other kinds? I can think of a few right off the bat that would be interesting to have and not necessarily unbalancing. Some you could use right away like the original ones, others would be tech-specific, age-specific, or evolve according to these criteria or whatever criteria we can think of.
For example:
- Religious. (what follows are different version of same specialty).
Medecine man(right away)/Shaman(after mysticism)/Priest(after monotheism)/Cardinal(after monotheism but prerequisite: cathedral in the city)...
Base medecine man makes units in town defend as though they were more experienced so conscript defends at regular, regular at veteran, etc (him doing his war-chant... note that I put defend, so barracks is still useful).
Shaman is same as medecine man but also cities with shaman do not lose shields to corruption when building religious improvements and wonders that have an effect on mood (Oracle, TOA, etc... except woman's suffrage: a city with a religious worker cannot build that wonder
).Priest same as the first two plus; buildings and/or wonders which reduce unhappiness also reduce corruption (a bit like courthouse).
And Cardinal same as the first three plus corruption reduced at greater efficiency (puts animation in city display where citizens kneel to kiss his ring
).- Military. available after warrior code but evolves.
ancient age: your 2 strongest units in town defend as though it were an army. Middle ages: your 3 strongest units in town defend as though it were an army. Industrial age: your 3 strongest units in town defend as though it were an army and when you draft, mood penalty cut 10%. Modern age: your 4 strongest units in town defend as though it were an army and draft mood penalty cut 25% also two units drafted in a single turn instead of one.
- Civil servant. available once a city reaches size 12 and after corporation (or create new tech named bureaucracy). Wasted food (when a city grows) is carried over in the food box, also wasted shields (when a project is completed) are carried over to the next project (woohoo less micromanagement later in the game
). Otherwise if no civil servant is present in a city size 12 and above, any time waste of food and/or shields occurs the amount of waste is deducted from the income generated by that city (example: a 10 shield waste upon completion of a unit or building would represent a 10 gold deduction to the income from this city on that turn).So what do you think? Do you have similar ideas. Let's hear them...
.