Chusquero
Chieftain
First of all:
This thread must be a 'ideas box'. That means noone is coding here, this is just to think propertly the ideas before filling the mod's thread with this stuff. If you have any idea and you're not posting elsewhere this is your place, just put it here and someone will take it.
List of ideas:
This is a tech thinked for two 'pure human' factions. It allows an unique unit and an unique building for each faction, also allows a common promotion for both factions.
Cult that follows the pure light of the nuclear desintegration.
This post will be edited with the agreed ideas, so if you are looking for inspiration just read this one.
This thread must be a 'ideas box'. That means noone is coding here, this is just to think propertly the ideas before filling the mod's thread with this stuff. If you have any idea and you're not posting elsewhere this is your place, just put it here and someone will take it.
List of ideas:
Spoiler IODINE HANDLING :
This is a tech thinked for two 'pure human' factions. It allows an unique unit and an unique building for each faction, also allows a common promotion for both factions.
I had a good idea for a unique tech for two factions. Here it is...
Iodine handling: Unique tech for the top two pure factions. I wrote Iodine because I think it's the most 'counter radiactive' element that I know, if I'm wrong just let me know. Also I don't know if it's useful against radioactive alive beings...
This tech is the knowledge and possibility to handle and use iodine. This should be quite important in that environment because let the humans ignore a moderate radioactivity.
Common effect for both factions:
- Units gain access to the promotion 'Iodine munition' that modify the combat odds against radioactive foes (for example: +20% against radioactive foes). Obviously the faction must control a munitions resource.
Effects in the more warmonger faction:
- Allow the production of 'Iodine grenadier'. This unique unit has +50% against radioactive foes, also any radioactive foe hited gains a -10% health regeneration per turn until he enter a radioactive tile (or a controlled city). This unit requires the same building that is required to create the shotgun guys (I don't remember the name).
- Allow the construction of 'Iodine dosis dispenser'. This unique building allow the city to ignore all the penalties from nearby radioactive / fallout tiles. Also the city gains +1 and +1 .
Effects on the other faction:
- Allow the production of 'Scientific worker'. This unique unit is a common worker who has been trained to remove radioactivity from the tiles. This unit requires school and lab.
- Allow the construcion of 'Iodine gas minefield'. This unique building put a -40% on any radioactive unit assaulting or defending the city. Also the city gains +1 and +10% safety output (If I were in the Fallout world... I'd move to a city with some Iodine gas mines haha). This building needs technicians working continously, so it has a -1 penalty.
Spoiler CHILDRENS OF ATOM :
Cult that follows the pure light of the nuclear desintegration.
Religions:
- The 'Childrens of Atom': This religions start randomly when any player take control of a 'Rebuilt Nuclear Sile', so, a 'Atom's missionary' can appear in that tile. After that I spread the cult in the 'X' city. X city gains a +1 . If the player sets the named religion as state's one and builds the typical 'Temple of blablabla' I gain +1 (on top of the named before) and +10%. That type of religions can create the feeling of 'futureless' that I'm looking for because you don't have a clear bonus from it. Also must be a 'religious unit', or maybe the missionaries themselves can 'carry' nuclear bombs to purify the infidels (like the mythical soviet's nuclear trucks from 'C&C: Red Alert').
This post will be edited with the agreed ideas, so if you are looking for inspiration just read this one.