inthesomeday
Immortan
- Joined
- Dec 12, 2015
- Messages
- 2,798
Mobfire's win, then?
Alright. The next challenge will be based off of Mongol conquests of the world, so around 1206-1337. Civilizations should be from that general time period and have historical involvement in Mongol wars and raids.
I'm betting you want to do something IndonesianBeen thinking about something less eurocentric
The Norwegian Crusades
Leader: Sigurd I Magnusson
UA: Three Descendants of Fairhair: Creating Great Works of Music grants Golden Age points and starts a WLTKD. Golden Ages increase the production speed of military units and the gold earned from conquering cities.
UU: Crusader Galley: Unlike the Privateer it replaces, the Crusader Ship gains a 10% combat bonus when in coastal regions, a 10% combat bonus against other naval units and an extra 10% against other units that started as Privateers(max total 30%). Has double the chance of capturing enemy units when in friendly territory.
UU: Varangian Guard: Unlike the warrior it replaces, the Varangian Guard can be produced in half the time, but disappears after 10 turns outside of your territory. It may enter friendly territory without open borders and may be gifted to an ally to spawn a random resource in your territory or spawn a non-unique unit in your nearest city.
A nightmare for modder, I imagine. Also need another name better than "Nest"Nizar Ismailiyya
Hassan ibn Sabah
Alamut
UA - Shaikh al Jabal
Stationed Spies can perform assasination* and garrisoned in fort. Can't convert spy to diplomat. May replace one non Founder Religious Tenets by Great Prophet
UU - Rafiq (stand alone)
Purchasable only with faith. Every Rafiq you recruit reduce your spy by one (and disbanding it restore your spy, killed Rafiq kill the spy). May perform assasination to all acceptable target within 3 tiles radius
UB - Nest (Castle)
First five provide you additional spy. Increase the chance of garrisoned spy surviving when assasinating by 50%. Purchasable by faith. Garrisoned spy earn promotion faster
Spoiler :*Assasination
Spy/Rafiq may perform assasination on target within:
1. 4 tile radius from city(spy stationed in enemy city)
2. 10 tile radius from city (spy in N-I city)
3. 3 tile radius (Rafiq and spy in fort)
Assasination require Gold and can:
1. Reset target city chosen Great Person generation (also generate temporary unhappiness)
2. Kill chosen Great Person within radius (generate temporary unhappiness)
3. Kill Great General or Admiral (give military unit -15% fighting strength, Admiral is more difficult to assasinate)
4. "Kill Noble" (generate temporary unhappines and drop in random yield)
5. "Terrorize Unit" (performed on unit, grant -20% combat strength against that particular unit)
Spy and Rafiq can't perform assasination 3 turn after a succesful one
Normal measure against spy (counter-spy, Constable, etc) reduce assasination chance inside city radius
Spy and Rafiq have base 60% base chance failure and 75% chance to be killed if assasination failed
UA: Heritical Religion: Other religions spread only half as fast to your cities or to cities with your majority religion.
Gain a free missionary when an inquisitor is used to remove your religion from a city. When founding a pantheon, the Monasteries follower belief is automatically reserved for the Bosnian Church.
UB: Hiža (replaces the Monastery): In addition to the normal bonuses of a Monastery, the hiža also allows the city to spread its religion 25% faster.
Has only 75% of theFaith cost of a Monastery.
Faith output in the city is increased by 10%.
UU: Stronjnici (replaces the inquisitor): Unlocked when founding a religion rather than when enhancing one. The Stronjnici grants +2Faith per turn for each religious building when stationed in a city. This
Faith per Turn bonus is doubled for the Hiža.
Only has 80% of theFaith cost of a normal Inquisitor.
Aleppo
Nur ad-Din
Light of the Faith
Cities following your religion have 15% more production towards buildings and cost 15% building maintenance while captured cities following your religion lose no population and do not enter resistance.
Turcoman - (replaces Landsknecht)
Only has 10 combat strength and costs 1 horse resource but is ranged with 15 strength and has 4 movement. Gains gold by killing enemy units instead of by attacking cities.
Han - (replaces Caravansary)
Allows the purchasing of Turcomans. In addition, land trade routes to and from this city yield double religious pressure of your religion and increases influence to city-states by 1pt (ignores decrease per turn).