Assassins and Terrorists

Rohirrim

Chieftain
Joined
Feb 1, 2005
Messages
71
Here’s something else I’d like to see in Civ IV – Assassins. Everyone knows of the Japanese Ninja, but many cultures, including the Ottoman and Persians, used assassins to attain political goals. You could run them much as you would operate a Privateer. Send them after a Leader. Align them with the Espionage function – a spy who could give them the knowledge of the existence and location of a Leader. Give them an attack of 6 and a movement of 3, but only a defense of 1. If they are discovered, they are easy to kill, but give them the capacity to attack from two tiles away. If they are able to launch an attack against the city where you have your Leader, they only have to overcome one defender (your best) and then, if they overcome him, they kill the leader. If their connection to your culture is uncovered by an opposing spy, your reputation suffers a devastating blow.

This gave me my next idea: The top rank of Barbarian, above “Raging,” should be “Terrorist.” They would come into being somewhere equivalent to post-industrialism. A function of your Espionage units would be finding, uncovering and destroying terrorist cells. Like barbarians, they would operate under their own agendas, but you could use them. Say your spy uncovered a terrorist cell in one of your opponent’s cities. He would have the choice to share the intel with the host culture (earning major rep points), simply destroy it (also getting rep points), or infiltrate it and turn it to his own uses, much like a Privateer. The cell’s activities would then be turned against your opponent. Of course, if your connection with the cell was brought to light, your reputation would never recover. Uncovered Terrorist cells would be left to their own agendas, occasionally blowing up one of your improvements or structures.
 
What about many answers ? If everybody knows that you're the one who killed a leader or pillaged a region with privateers, your opponents could declare war or require a compensation(tribute, city, death of one of your leaders) in order to not bombard your countrie. The other countries would be able to support his demand.
So it would be necessary to create multilateral negociations (triple alliance).
 
I would definately like to see a Terrorist unit, like an upgrade to the guerila, instead to the TOW unit. Or have a terriorist unit alone, separate from everything else. But the assassins were already brought into civ3 through the conquest expansion, and for as long as I've played it I've never used them. I've looked at them as a useless unit. :/

The Terrorist should have hidden nationallity, but at the same time you should be given a choice whether or not you want to leave a calling card behind and make your enemy know who did it to them. Much like real Terrorist. Terrorist should be brought in but only in fanactic religous countries, since religon is being brought into civ4.
 
Terrorist should be brought in but only in fanactic religous countries, since religon is being brought into civ4.

Not all terrorists are religious.
 
And not all terrorists are soldiers, with the goal of occupying, annexing, or conquering a city.
 
I can't help feeling that any buildable 'terrorist' unit will merely be a comic book villain, and won't even pretend to reflect the kind of motivation these guys have. I want terrorism in the game, but not as a directly player-buildable unit. And as an extra point against a terrorist unit, just about any unit can in principal be used for terrorist activities.

I'd rather have modern day barbarians with some modificatiosn to their AI and behaviour to simulate terrorists. Perhaps have players able to donate units to the barbarian/terrorist cause, but no 'terrorist' unit.
 
Non state aligned terrorists (i.e. al Queda) could be perfectly portrayed by a barbarian like model in the modern era. The major difference is that the Terrorist Camps would be within the bounds of a civ's territory and an attack by an outside civ to destroy the camp would be an attack on the host's territory with the normal effects. All Civ's would have an obligation to remove terrorist camps in order to avoid attack by other civ's. Further set the terrorist AI to not attack the host civ, but only other civ's. Imagine having to go in to Germany and remove the terrorists and risk reprisal by the Germans, or not removing a camp in your territory and being attacked by your neighbor.
The current Guerilla unit should be upgraded by making them secret-civ'ed. Make them cheap and relatively weak and you can run guerilla wars in your neighbors' territory with deniability.
Finally make a freedom fighter unit that spawns in the tiles of a captured city automaticallly either once immediately capture or for the period of resistance in the captured city. Make Nationalism or a similar tech the prereq and set the number that spawn on the size of the city at the time of capture.
All three of these unit ideas are geared toward a modern era but would, IMHO, make the game more fun and realistic in a balanced manner. Just imagine fighting off the guerillas that just captured your frontier metropolis with the freedom fighters that autmatically spawn during a war ignited because you went in to their country to destroy a terrorist camp.
 
ok, let's practice that irregular verb now, shall we?

I am a freedom fighter.
You are a guerilla warrior.
He is a terrorist.

This is the single biggest reason not to have a unit called a "terrorist". Who is a terrorist is all a matter of attitude. The French resistance of WW2 were terrorists in the eyes of Germany, or would be had the term been popular then. The US-sponsored freedom fighters of Guatemala in more recent years were terrorists in the eyes of the people. Are civ2 partisan units, spawned when a city is lost, freedom fighters or terrorists? Your answer almost certainly depends on whose units they are.

So let's have terrorist camps in civ4, which are like barbarian camps, but invisible. Certain non-conventional units should be able to see invisible units. Every few turns, they spawn a unit which appears close, but not necessarily on, the camp. As an added bonus for terrorists, all infantry units owned by a terrorist have the "invisible" flag, or at least "invisible until it attacks".

Just don't make a unit called "terrorist". Please.
 
Whenever another Civ razes a city, rapes a ROP or something equally bad, you have a certain chance of the rage among the population being so strong, that a 'terrorist' leader arises. This leader should have something of an invisibility/infiltration ability, or alternatively, an option to draft a large number of military units for free or cheaply. Maybe it could be immune to attacks from conventional military units, only be killed by a small number of specialists.
It would have to be a rare event, and also a very strong unit, in order to reflect reality. If an enemy Civ gets a Terrorist, you're looking towards some serious trouble.
 
I just got an idea. You are the Persian and you hate Arabs. You discovered Shiism (or whatever you want). Your priest would be able to build (or to be converted into) Religious camps on your territory (or in arab territory). Those camps produce barbarian Fanatics, Religious guerilla or Priest regularly, and these barbs attack the ennemy.
If the camp is on the arab territory, the Arabs can destroy it whenever they want (or whenever they can). If the camp is on your territory, they couldn't attck it conventionnaly. If they use Ansar Warriors, they will declare you the war. But they could use spies or secret units to destroy it. Or they could improve their relations with you, so you should destroy your own camps (The camps could then become ennemy camps).
Time passed, and you discovered nationalism ! ! ! You could use your Arab citizens (workers) to create freedom-fighter camps. Regularly, they create barbarian nationalist guerilla or freedom-fighters. They work like religious guerilla camp.
Persian discovered Communism and choosed this government : your Red Guard-like units could create People Camp that regularly create Red Guerillas or freedom fighters.

Oh instead of barbarian guerillas, it could be Persian guerillas with hidden nationality. These units should be yours until they capture a city and become barbarian (or minor civ).
Any other idea ?
 
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