davidlallen
Deity
I have been thinking about mentats. We gave them a Unique Resource requirement, but they are a fairly standard unit. They are a cross between a medium strength combat unit and part of a spy unit. What do you think about making them more of an economic unit? Specifically, I was thinking that each mentat unit could have a "trait" almost identical to a leaderhead trait, except it only applies to one city. You can move the mentat from one city to another like a regular unit; when it is in a city, the city benefits from the trait. When you build a mentat, you could get a popup like the one which selects offworld trade contracts, but you can choose any of:
Aggressive: Free Combat I promotion on guardsmen, melee built in the city; 2x construction speed of barracks
Charismatic: +1 happiness; +1 happiness from monument
Creative: +2 culture/turn; 2x construction speed of library, theater
Expansive: +2 health; -25% worker cost; 2x construction speed of water cache,...
Financial: +1 commerce on this city's plots with 2 commerce
Industrious: +50% wonder construction speed; 2x construction speed of refinery
Organized: -50% maintenance for this city, 2x construction speed of tribunal, weather scanner,...
Philsophical: +100 GP rate in city; 2x construction speed of university
Protective: Free City I, Drill I promotion on guardsmen, 2x construction speed of force shield, guard station
I am not sure I can implement the speed benefit for certain units/buildings, at least here is no easy way to do this for a single city, so I listed those in red. There are several trait benefits which don't make sense for a single city (Spiritual, protects against anarchy; Imperialist, increases Great General rate). Also, the Charismatic trait reduces the needed experience points for a level by 25%; this is too much work to track for units built in a single city.
Perhaps we could add some other traits, or equalize these traits with a few more abilities. For example, there is nothing which increases science production; that is an obvious one for a mentat. Perhaps +10% science output in the city, and/or a direct +5 beakers. Same idea for Industrious.
What do you think?
Aggressive: Free Combat I promotion on guardsmen, melee built in the city; 2x construction speed of barracks
Charismatic: +1 happiness; +1 happiness from monument
Creative: +2 culture/turn; 2x construction speed of library, theater
Expansive: +2 health; -25% worker cost; 2x construction speed of water cache,...
Financial: +1 commerce on this city's plots with 2 commerce
Industrious: +50% wonder construction speed; 2x construction speed of refinery
Organized: -50% maintenance for this city, 2x construction speed of tribunal, weather scanner,...
Philsophical: +100 GP rate in city; 2x construction speed of university
Protective: Free City I, Drill I promotion on guardsmen, 2x construction speed of force shield, guard station
I am not sure I can implement the speed benefit for certain units/buildings, at least here is no easy way to do this for a single city, so I listed those in red. There are several trait benefits which don't make sense for a single city (Spiritual, protects against anarchy; Imperialist, increases Great General rate). Also, the Charismatic trait reduces the needed experience points for a level by 25%; this is too much work to track for units built in a single city.
Perhaps we could add some other traits, or equalize these traits with a few more abilities. For example, there is nothing which increases science production; that is an obvious one for a mentat. Perhaps +10% science output in the city, and/or a direct +5 beakers. Same idea for Industrious.
What do you think?