Khan Quest
Prince
Military units can gain experience, and receive promotions. I was thinking what about promotions for the other units spies, workers and settlers? What kind of promotions could they earn and how would they gain experience? For spies, its easy. For workers and especially settlers, there is no reasonable way they could gain experience.
Spies
Experience is gained by successfully conducting spy missions.
Castles, Security Bureaus, and Spy Agencies each provide trained spies +1 XP.
Promotions
Infiltration I, +10% avoid detection
Infiltration II, +20% avoid detection
Espionage I, +5% mission success
Espionage II, +10% mission success
Espionage III, +15% mission success
Evasion, + 10% to escape with successful mission; 10% chance to escape with unsuccessful mission.
Improvisation I, -25% mission cost
Improvisation II, +1 movement
Improvisation III, return to nearest city
Counter- Espionage I, +10% detect spies
Counter- Espionage II, +20% detect spies
Counter- Espionage III, +10% determine country of origin
Counter- Espionage IV, 25% turn spy. Turned spy is visible. Turned spys are never caught in turners civ, although missions may fail (success for turned spies reduced 50%). Turning civ receives equal number of turned spys expended espionage points, for missions turned spy conducts in turners civ. Civ with compromised spy has 10% chance permission to realize spy is turned; turned spy is destroyed.
Workers and Settlers
Rather than promotions, workers and settlers acquire skills. Skills are dependent upon technological discoveries. Newly trained workers and settlers gain all available skills. Workers and settlers can be upgraded.
Indian workers are auto-upgraded for free. Indian workers start with Navigation and Outfitting.
Promotions
Navigation, available with Compass, can enter forest and jungle without losing movement.
Outfitting, available with Mathematics, can enter hills without losing movement.
Planning, available with Writing, +1 road movement.
Defense I, available with Iron Working, strength = 1, defense only, cannot defend cities/forts.
Defense II, available with Feudalism, strength = 2, defense only, cannot defend cities/forts.
Apprenticism, available with Guilds, workers make improvements 25% faster.
Provisioning, available with Calendar, settlers found cities half filled with grain.
Staging (?), available with Combustion, roads built in 1 turn, railroad in 2 turns.
(Can anyone think of more?)
Spies
Experience is gained by successfully conducting spy missions.
Castles, Security Bureaus, and Spy Agencies each provide trained spies +1 XP.
Promotions
Infiltration I, +10% avoid detection
Infiltration II, +20% avoid detection
Espionage I, +5% mission success
Espionage II, +10% mission success
Espionage III, +15% mission success
Evasion, + 10% to escape with successful mission; 10% chance to escape with unsuccessful mission.
Improvisation I, -25% mission cost
Improvisation II, +1 movement
Improvisation III, return to nearest city
Counter- Espionage I, +10% detect spies
Counter- Espionage II, +20% detect spies
Counter- Espionage III, +10% determine country of origin
Counter- Espionage IV, 25% turn spy. Turned spy is visible. Turned spys are never caught in turners civ, although missions may fail (success for turned spies reduced 50%). Turning civ receives equal number of turned spys expended espionage points, for missions turned spy conducts in turners civ. Civ with compromised spy has 10% chance permission to realize spy is turned; turned spy is destroyed.
Workers and Settlers
Rather than promotions, workers and settlers acquire skills. Skills are dependent upon technological discoveries. Newly trained workers and settlers gain all available skills. Workers and settlers can be upgraded.
Indian workers are auto-upgraded for free. Indian workers start with Navigation and Outfitting.
Promotions
Navigation, available with Compass, can enter forest and jungle without losing movement.
Outfitting, available with Mathematics, can enter hills without losing movement.
Planning, available with Writing, +1 road movement.
Defense I, available with Iron Working, strength = 1, defense only, cannot defend cities/forts.
Defense II, available with Feudalism, strength = 2, defense only, cannot defend cities/forts.
Apprenticism, available with Guilds, workers make improvements 25% faster.
Provisioning, available with Calendar, settlers found cities half filled with grain.
Staging (?), available with Combustion, roads built in 1 turn, railroad in 2 turns.
(Can anyone think of more?)