The Rusty Gamer
Prince
Ability to abandon colony
Treasure can only be automatically shipped in colonies with a dock (to avoid exploit)
Either leader attributes or FFs which gives +1 movement and/or +1 defense to treasure
Treasure should not be able to explore or move into uncharted territory, nor have first contact with natives. If treasure uncovers a goody hut, the goody hut produces nothing and there is a possiblity that the treasure is destroyed
Attacking/stealing unescorted treasure should not be considered an act of war and the AI programmed to know this. This idea is redundant however, if the bandit unit is introduced into the game (see below)
More variety in goody huts besides promotion and treasure such as:
free unit - a free colonist or even possiblity of specialist or converted native (lost tribe)
new colony founded automatically (with one colonist inside)
unleashing hostile natives
discovering a "lost" founding father (such as Doctor Livingston) giving unique attributes
being knocked out by bandits and dragged somewhere new (equivalent of jumping through a wormhole)
ambushed and having horses stolen (if a scout) or guns stolen (if armed)
Replace bSingleInstance with iNumberInstances for buildings.xml
The Bandit - new unit equivalent of privateer except on land. Seen as neutral by other nations thus can be used to harrass Europeans and natives and capture treasure. The nationality can be exposed, however, by being in the vicinity of an expert scout from another nation and will cause a diplomatic incident.
Suggestion for how to create a bandit - a petty criminal armed with 25 horses, 25 muskets, and 25 tools. The petty criminal can either be armed at the European dock or in a colony. When exposed, demoted back to petty criminal (loses horses, muskets and tools).
Treasure can only be automatically shipped in colonies with a dock (to avoid exploit)
Either leader attributes or FFs which gives +1 movement and/or +1 defense to treasure
Treasure should not be able to explore or move into uncharted territory, nor have first contact with natives. If treasure uncovers a goody hut, the goody hut produces nothing and there is a possiblity that the treasure is destroyed
Attacking/stealing unescorted treasure should not be considered an act of war and the AI programmed to know this. This idea is redundant however, if the bandit unit is introduced into the game (see below)
More variety in goody huts besides promotion and treasure such as:
free unit - a free colonist or even possiblity of specialist or converted native (lost tribe)
new colony founded automatically (with one colonist inside)
unleashing hostile natives
discovering a "lost" founding father (such as Doctor Livingston) giving unique attributes
being knocked out by bandits and dragged somewhere new (equivalent of jumping through a wormhole)
ambushed and having horses stolen (if a scout) or guns stolen (if armed)
Replace bSingleInstance with iNumberInstances for buildings.xml
The Bandit - new unit equivalent of privateer except on land. Seen as neutral by other nations thus can be used to harrass Europeans and natives and capture treasure. The nationality can be exposed, however, by being in the vicinity of an expert scout from another nation and will cause a diplomatic incident.
Suggestion for how to create a bandit - a petty criminal armed with 25 horses, 25 muskets, and 25 tools. The petty criminal can either be armed at the European dock or in a colony. When exposed, demoted back to petty criminal (loses horses, muskets and tools).