Khan Quest
Prince
These are ideas that I posted in the original thread, that I'd like to re-post for discussion. And one new one at the bottom...
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Regrouping
Two wounded units of the same type (e.g., both Calvary) and any skill level could regroup to form a single, fully healed veteran unit. The regrouping counts as a movement point. Both units must be on the same tile. The move for the new unit will be the worse of the two original units.
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Pirates and mercinaries
The Privateer is historically accurate, but why limit piracy to one era? Ships from all era could be pirates. They could cost the same but have reduced fire power and defense. Units like swordsmen, guerillas, etc, would be mercinaries. They too would cost the same but have reduced attack and defense. The units would be upgradable. The first time a civ is attacked, theyll have no idea who the sponsoring state is. With each subsequencent attack, the victim is increasingly likely to identify the sponsor, with a 100% chance after five attacks. This is reset every five turns of no attacks. If a pirate or mercinaries is seen on the same tile as other troops or entering/exiting a city, they are forever known to the observing civ as to which state is sponsoring them. This is negated with an upgrade. Espionage can help reveal and misdirect the identity of the sponsoring civ. Consider also a higher maintenance cost.
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Great Leaders
Great Leaders should have a lifespan. Assuming these geniuses arrive at age 20 and live to 120, they should disappear after 100 years. A warning before they disappear would be nice.
Great leaders ought to be capturable and ransomable.
A captured MGL should cause a significant morale loss (if morale rules are implemented). If not ransomed, then after a peace treaty has been signed, the MGL could be used to build any of the capturing civ's available military unit, or to perform one espionage function.
A captured SGL, after peace is signed, could be used as a standard SGL, but at 1/3 the ability (1/3 of Wonder cost is added for example), or to gain a free tech. The US got a lot of Rocket Scientists form Germany after WWII, which significantly boosted our knowledge.
A MGL or army created by a MGL could exert a zone of influence in enemy territory. The influence would be tile the MGL is in in any case, and the nine surrounding tiles except if enemy troops are in or adjacent to that tile. Within this boundary, all units may move freely, taking advantage of roads or rails.
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Improving ship range
Id like to see naval units have greater range. Perhaps with flight, airdropped supplies would give all ships one more point of range. Another point could come with a tech discovery leading to refueling at sea (UNREP or underway replenishment as its called in the Navy). And a third movement point with the discovery of computers, which would lead to improved propulsion systems, etc.
Allow diesel subs to be upgraded to nuclear subs.
How about a modern naval warship? One with stealth. It couldnt be detected until right next to another unit or one tile from the shoreline. This could be negated with the satellite tech. These warships could also be allowed two attacks.
Perhaps a small Polar Expedition wonder would allow aircraft to travel over and submarines to travel under the polar caps.
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Escort feature
Add an escort button. With a unit selected, click the escort button then on a second unit. If the two (or more) units have different movement range, the faster will keep pace with the slower and fortify at the end of the turn. The escorted unit should appear first in the stack.
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Another idea to improve ship movement.
Ships traveling through explored/known territory should get an extra movement point. Thus a galley would only move 3 when at least one of it moves puts it in a black unrevealed tile, and four otherwise.
After the discovery of Navigation, all ships gain the extra point of movement, even in unexplored regions.
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POWs
If an attacker wins a battle and has at least two points on the health bar, there is a chance it could capture the unit as a POW instead of destroying it. The chance is greatest for a militaristic civ. The player has the option of destroying the unit anyway. The attacking unit moves at the pace of the POW. The attackers attack damage is reduced by one per POW unit.
The POW maybe traded with the enemy civ, even during war, if it is willing to negotiate. A POW will disappear after 20 turns. Captured POWs increase war weariness.
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Captured Weapons
If an attacking unit defeats a more technologically advanced unit (spearman beats tank ;-), the attackers civ should get a bonus when researching that particular technology. The affect should be cumulative.
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Heres an idea about Special Forces
Special Forces (SF) could be any normal unit which is modified as follows.
Modifications may only be done in the city with a Military Academy, except militaristic civs could also use the capital city.
A modification is a fixed cost per unit, such as half again the price of the original unit. It should be expensive as SF units should be rare.
Combinations are possible, if you pay the cost.
Stealth
(Stealth requires concealment.) The attack of the stealth unit is reduced by 1 or 33%, which ever is greater.
Assault
(Assault troops require heavier weapons.) Attack damage is increased by 1 or 33%, which ever is greater. The movement of the assault unit is reduced by 1, for units with a move greater than one.
Mobile
(Mobility requires light armor.) The movement of the mobile unit is increased by 1. Defense is reduced by 1 or 33%, which ever is less.
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Artillery targeting
Artillery could have selective targeting. Right-click on your artillery to toggle most-opportune-target or specified target. Most opportune would be the way it is now, the bombardment would fall the on the troops at the front (best defensive unit). At an increased chance of missing, say 25%, you target a specific unit such as a cavalry unit in a stack of infantry.
If you can fire across mountain tops two tiles away, surely you can pick out some cavalry in the tile next to you.
This ability would come at the discovery of radio (spotters can call in targeting coordinates).
---
Regrouping
Two wounded units of the same type (e.g., both Calvary) and any skill level could regroup to form a single, fully healed veteran unit. The regrouping counts as a movement point. Both units must be on the same tile. The move for the new unit will be the worse of the two original units.
---
Pirates and mercinaries
The Privateer is historically accurate, but why limit piracy to one era? Ships from all era could be pirates. They could cost the same but have reduced fire power and defense. Units like swordsmen, guerillas, etc, would be mercinaries. They too would cost the same but have reduced attack and defense. The units would be upgradable. The first time a civ is attacked, theyll have no idea who the sponsoring state is. With each subsequencent attack, the victim is increasingly likely to identify the sponsor, with a 100% chance after five attacks. This is reset every five turns of no attacks. If a pirate or mercinaries is seen on the same tile as other troops or entering/exiting a city, they are forever known to the observing civ as to which state is sponsoring them. This is negated with an upgrade. Espionage can help reveal and misdirect the identity of the sponsoring civ. Consider also a higher maintenance cost.
---
Great Leaders
Great Leaders should have a lifespan. Assuming these geniuses arrive at age 20 and live to 120, they should disappear after 100 years. A warning before they disappear would be nice.
Great leaders ought to be capturable and ransomable.
A captured MGL should cause a significant morale loss (if morale rules are implemented). If not ransomed, then after a peace treaty has been signed, the MGL could be used to build any of the capturing civ's available military unit, or to perform one espionage function.
A captured SGL, after peace is signed, could be used as a standard SGL, but at 1/3 the ability (1/3 of Wonder cost is added for example), or to gain a free tech. The US got a lot of Rocket Scientists form Germany after WWII, which significantly boosted our knowledge.
A MGL or army created by a MGL could exert a zone of influence in enemy territory. The influence would be tile the MGL is in in any case, and the nine surrounding tiles except if enemy troops are in or adjacent to that tile. Within this boundary, all units may move freely, taking advantage of roads or rails.
--
Improving ship range
Id like to see naval units have greater range. Perhaps with flight, airdropped supplies would give all ships one more point of range. Another point could come with a tech discovery leading to refueling at sea (UNREP or underway replenishment as its called in the Navy). And a third movement point with the discovery of computers, which would lead to improved propulsion systems, etc.
Allow diesel subs to be upgraded to nuclear subs.
How about a modern naval warship? One with stealth. It couldnt be detected until right next to another unit or one tile from the shoreline. This could be negated with the satellite tech. These warships could also be allowed two attacks.
Perhaps a small Polar Expedition wonder would allow aircraft to travel over and submarines to travel under the polar caps.
---
Escort feature
Add an escort button. With a unit selected, click the escort button then on a second unit. If the two (or more) units have different movement range, the faster will keep pace with the slower and fortify at the end of the turn. The escorted unit should appear first in the stack.
---
Another idea to improve ship movement.
Ships traveling through explored/known territory should get an extra movement point. Thus a galley would only move 3 when at least one of it moves puts it in a black unrevealed tile, and four otherwise.
After the discovery of Navigation, all ships gain the extra point of movement, even in unexplored regions.
--
POWs
If an attacker wins a battle and has at least two points on the health bar, there is a chance it could capture the unit as a POW instead of destroying it. The chance is greatest for a militaristic civ. The player has the option of destroying the unit anyway. The attacking unit moves at the pace of the POW. The attackers attack damage is reduced by one per POW unit.
The POW maybe traded with the enemy civ, even during war, if it is willing to negotiate. A POW will disappear after 20 turns. Captured POWs increase war weariness.
--
Captured Weapons
If an attacking unit defeats a more technologically advanced unit (spearman beats tank ;-), the attackers civ should get a bonus when researching that particular technology. The affect should be cumulative.
--------
Heres an idea about Special Forces
Special Forces (SF) could be any normal unit which is modified as follows.
Modifications may only be done in the city with a Military Academy, except militaristic civs could also use the capital city.
A modification is a fixed cost per unit, such as half again the price of the original unit. It should be expensive as SF units should be rare.
Combinations are possible, if you pay the cost.
Stealth
(Stealth requires concealment.) The attack of the stealth unit is reduced by 1 or 33%, which ever is greater.
Assault
(Assault troops require heavier weapons.) Attack damage is increased by 1 or 33%, which ever is greater. The movement of the assault unit is reduced by 1, for units with a move greater than one.
Mobile
(Mobility requires light armor.) The movement of the mobile unit is increased by 1. Defense is reduced by 1 or 33%, which ever is less.
-------------------------------------------------------------------------
Artillery targeting
Artillery could have selective targeting. Right-click on your artillery to toggle most-opportune-target or specified target. Most opportune would be the way it is now, the bombardment would fall the on the troops at the front (best defensive unit). At an increased chance of missing, say 25%, you target a specific unit such as a cavalry unit in a stack of infantry.
If you can fire across mountain tops two tiles away, surely you can pick out some cavalry in the tile next to you.
This ability would come at the discovery of radio (spotters can call in targeting coordinates).