Khan Quest
Prince
Here are some ideas for divine intervention.
There would be seven gods. Each god favors one (randomly determined) religion; each god has a realm of influence. Suggested realms of influence: War, Seas, Earth, Commerce, Wisdom, Beauty and Labor. There should be some overlap.
Which god controls which realm of influence should be known to the player. The player will have to figure out what religion is associated with which god.
All 7 gods would mod the game each time it was available. Gods should compete against and collaborate with each other for favoritism, rewarding and punishing player and AI alike. Only the first and last gods to make changes can add new quests. With seven guys mucking around with the file, changes should be narrow – one or no more than just a few tile changes for gods with little influence.
Gods may only affect areas where they have influence – Fat crosses within cities of that religion. For balance, a god may place his religion in a city (probably not a core city though). Be careful about messing the player’s or AI’s Apostolic Palace strategy.
Influence
War – Greater influence when at war, lesser at peace, greater influence in cities with barracks, ground troops.
Seas – Ocean vessels, sea resources, islands. greater influence in cities with harbors, etc.
Earth – All land resources, terrain,
Commerce – Rivers, greater influence in cities with commerce buildings,
Wisdom – Greater influence in cities with science buildings. (Scouts & Explorers?)
Beauty - Greater influence in cities with cultural buildings, forests, preserves.
Labor – Workers, greater influence in cities with production buildings, roads, improvements
Some suggested powers/alterations
War – Settled general, wounding military units, moving troops closer/farther. Bonus XPs. Gifted abilities.
Seas – wounding vessels, moving vessels closer/farther. Gifted abilities. Raise/sink land. Add/remove/modify sea resources.
Earth – Change terrain, Raise/sink land, add/remove roads. Add/remove/modify land resources.
Commerce – add/remove rivers, add/remove roads. Add/remove/modify highest commerce value resources. GM
Wisdom – Gift techs/progress. GS
Beauty – Add/remove culture. GA, provide/deny marble or stone for one turn series.
Labor – moving workers, gifted abilities. GE, add/remove hammers
If the war god is too powerful, or just to distribute the fun, different unit types could be favored/influenced by different gods.
There would be seven gods. Each god favors one (randomly determined) religion; each god has a realm of influence. Suggested realms of influence: War, Seas, Earth, Commerce, Wisdom, Beauty and Labor. There should be some overlap.
Which god controls which realm of influence should be known to the player. The player will have to figure out what religion is associated with which god.
All 7 gods would mod the game each time it was available. Gods should compete against and collaborate with each other for favoritism, rewarding and punishing player and AI alike. Only the first and last gods to make changes can add new quests. With seven guys mucking around with the file, changes should be narrow – one or no more than just a few tile changes for gods with little influence.
Gods may only affect areas where they have influence – Fat crosses within cities of that religion. For balance, a god may place his religion in a city (probably not a core city though). Be careful about messing the player’s or AI’s Apostolic Palace strategy.
Influence
War – Greater influence when at war, lesser at peace, greater influence in cities with barracks, ground troops.
Seas – Ocean vessels, sea resources, islands. greater influence in cities with harbors, etc.
Earth – All land resources, terrain,
Commerce – Rivers, greater influence in cities with commerce buildings,
Wisdom – Greater influence in cities with science buildings. (Scouts & Explorers?)
Beauty - Greater influence in cities with cultural buildings, forests, preserves.
Labor – Workers, greater influence in cities with production buildings, roads, improvements
Some suggested powers/alterations
War – Settled general, wounding military units, moving troops closer/farther. Bonus XPs. Gifted abilities.
Seas – wounding vessels, moving vessels closer/farther. Gifted abilities. Raise/sink land. Add/remove/modify sea resources.
Earth – Change terrain, Raise/sink land, add/remove roads. Add/remove/modify land resources.
Commerce – add/remove rivers, add/remove roads. Add/remove/modify highest commerce value resources. GM
Wisdom – Gift techs/progress. GS
Beauty – Add/remove culture. GA, provide/deny marble or stone for one turn series.
Labor – moving workers, gifted abilities. GE, add/remove hammers
If the war god is too powerful, or just to distribute the fun, different unit types could be favored/influenced by different gods.