I'm toying with the idea of creating additonal unique units based on your state religion to add some more differences to the religions. Ideally the UU will be appropriate for the era when the religion is founded but useful for a long enough period of time to be valuable. Since I'll be putting into my existing mod where I've addressed the rate at which units become obsolete I should be safe with anything that will last an era like many of the civilization UUs.
Unfortunately, my knowledge of religious history sucks. However at the same time I want to put in units that add gameplay value even if not entirely accurate.
Some ideas I have so far are:
Crusader (upgraded knight), perhaps only buildable in cities with Cathedrals or Castles? This would obviously work best for Christianity, perhaps they could even be available before standard knights in the tech tree (horseback riding, fuedalism & theology).
Monk (worker variant). A worker that can be built in cities with monastaries but doesn't freeze growth when built. Would only be able to build roads, farms, pastures, watermills and plantations. Cheaper to build and slightly slower work speeds. Might be helpful if they could also spread religion, perhaps they could replace missionary units for this religion?
Warrior Monk (for lack of a better name). An ancient era warrior with decent strength that can only defend and starts with the Medic I promotion. Only buildable at cities with monastaries. To prolong the usefulness of this unit, allow them to build a monastary improvement outside of cities. I think something that requires a hill feature and requres 1 food and 1 production on the tile would restrict the number that can be built in most cases. The actual improvement could do something like -1 food, -1 production and +4 commerce.
And that leaves three more unique units to come up with and 5 to assign to a religion. I'm debating with Islam in particular, should they get a modern era unit to reflect current times or a medevil era unit to balance out the crusaders? What religions would make the most appropriate use of the two monk ideas above? And what to do with Judiasm?
I'm stumped, any input would be greatly appreciated
Unfortunately, my knowledge of religious history sucks. However at the same time I want to put in units that add gameplay value even if not entirely accurate.
Some ideas I have so far are:
Crusader (upgraded knight), perhaps only buildable in cities with Cathedrals or Castles? This would obviously work best for Christianity, perhaps they could even be available before standard knights in the tech tree (horseback riding, fuedalism & theology).
Monk (worker variant). A worker that can be built in cities with monastaries but doesn't freeze growth when built. Would only be able to build roads, farms, pastures, watermills and plantations. Cheaper to build and slightly slower work speeds. Might be helpful if they could also spread religion, perhaps they could replace missionary units for this religion?
Warrior Monk (for lack of a better name). An ancient era warrior with decent strength that can only defend and starts with the Medic I promotion. Only buildable at cities with monastaries. To prolong the usefulness of this unit, allow them to build a monastary improvement outside of cities. I think something that requires a hill feature and requres 1 food and 1 production on the tile would restrict the number that can be built in most cases. The actual improvement could do something like -1 food, -1 production and +4 commerce.
And that leaves three more unique units to come up with and 5 to assign to a religion. I'm debating with Islam in particular, should they get a modern era unit to reflect current times or a medevil era unit to balance out the crusaders? What religions would make the most appropriate use of the two monk ideas above? And what to do with Judiasm?
I'm stumped, any input would be greatly appreciated