seasnake
Conquistador
Here is my idea for the final Civ IV expansion: I want to get feedback. If you have a moment to kill, here you go:
1 New Trait: Strategic (Str)
-20% espionage cost
Mounted, Armor units start with Flanking I
Double production Stable, Airport
Changed Trait:
Imperialistic: Double production Jails, Customs House
6 New Civs:
Pacifc Islanders
UU: Tiki Warriors (replaces warrior)
Moves 2, 1 first strike
UB: Botanical Garden (replaces menagerie)
+2 Happiness, +1 Health 10% culture
Leaders:
Queen Salote: Stra/Cre
King Kamehameha: Str/Phi
Poland
UU: Hussar (replaces cuirasser)
+25% v. Gunpowder
1-2 First strikes
UB: Sejmik (replaces courthouse)
-50% War Weariness in City
Leaders:
King Jan III Sobieski: Str/Ind
Colombia
UU: Batallon Rifles (replaces riflemen)
Strength 12, cost 95 hammers
+50 v. Mounted, Melee Units
UB: Plaza Mayor (replaces Industrial Park)
No health penalties, free engineer and can turn 2 into engineers.
Leaders:
General Simon Bolivar: Imp/Str
Kongo
UU: Guerilla Swordsmen
Other units’ terrain defense bonuses ineffective.
UB: Trade Company (replaces Customs House).
Additional 1 Happiness; 2 gold for all luxury goods in city
Leaders:
King Nzinga Mbemba: Cha/Ind
Hattay
UU: 3-man Chariot (replaces chariot, requires archery).
Deals collateral damage (capped at 40%, 3 units per attack)
UB: Archives (replaces library)
+35% science
Leaders:
King Mursili II: Str/Agg
Israel
UU: Merkava (replaces Tank)
Immune to first strikes
Receives defensive bonuses
UB: Mossad (replaces intelligence agency)
+75% Espionage points in city.
Leaders:
King Solomon: Ind/Phi
David Ben-Gurion: Pro/Org
6 New Leaders for preexisting civs
Abu Bakr of the Arabs: Str/Pro
Carlos V of Spain: Str/Exp
Emperor Meiji of Japan: Str/Org
Leif Erickson of the Vikings: Str/Fin
Chief Hiawatha of the Native Americans: Cre/Cha
Queen Theodora of the Byzantines: Str/Spi
One leader change from BTS:
Charles de Gaulle of France: Cha/Str
New building:
Menagerie
Can be built with aesthetics
+1 happiness, +1 health for 20% culture
Building changes from BTS:
Castles, Citadel now obsolete with Chemistry
Dun adds 10% espionage defense
Scotland Yard requires printing press
Academy requires Literature
Nuclear plants provide free science specialist
Certain Buildings provide great diplomat points
New units:
Diplomat: Can conduct diplomatic missions in rival civs capital using espionage points.
Can be assassinated
Can Join City as specialist (+1 happiness, +2 culture, +2 Espionage)
Special Forces: Available with stealth
Str. 28, moves 1, cost 180 hammers
Can paradrop (range 7), starts with commando and amphibious.
Marines, Seals, Paratroopers promote to Special Forces.
Great Diplomat: Can start Golden Age
Can build Embassy (+3 relations, -10 percent espionage cost against civ).
Can join city as specialist: (+2 happinnes, +4 culture, +4 Espionage, +3 GP).
Change to Units in BTS:
Great General can start golden age
Spies can assassinate diplomats (not great diplomat) as part of espionage missions.
New Wonders:
Empire State Building: -50% corporate maintenance. (Available with corporation)
Petra: Doubles line of sight of passive espionage, civ borders. (Available with Construction)
Changes to Wonders from BTS:
Certain Wonders now increase odds of getting great diplomat.
New optional gameplay: Regicide mode
You kill the king piece of a civ, the civ collapses into barbarian states. Kings are always last to fall when the city they're in falls, are immune to collateral damage, and have a movement of 2. One for each leader. Optional mode for quicker play.
Explanation: A reworking of diplomacy with the Great Diplomat:
Diplomats can be built after alphabet and conduct diplomatic missions, you can pay espionage points to do diplomatic missions. If carried out, thse missions successfully present options to the other civ to pick. Diplomats need open borders to enter (unless you are at war).
For example, trying to end a war, you can send a diplomat and pay some diplo points to offer a treaty. If the mission is successful but treaty is refused, war weariness goes up for the civ that refused. All diplomatic missions have a failure chance. No relations penalty for using a diplomat in someone's civ.
Diplo missions must be conducted in capitals. Diplomats can be killed by spies. If the word that it was your spy who killed a diplomat reaches the home civ, it is minus for relations. You can send your spies into other civs capitals and try to kill incoming diplomats if you think your enemies are getting too cozy.
The great diplomat can join as a specialist, adding espionage points, happiness and culture. They can build embassies, which give a permanent relations boost (embassies must be built in capitals of other civs). Their special ability is to end revolts in any city and bring them into the fold (Great for big cities you conquer). A city that has had a Great diplomat used to end its revolts won't ask to rejoin its mother civ again, you gain that status. Great diplomats have full diplomatic immunity and cannot be assassinated.
The great diplomat comes about from certain buildings and wonders, like spies do. Barbarians don't recognize diplomatic immunity, so if a barbs touch your diplomat he's gone. The great diplomat is likewise vulnerable, so he needs an escort as far as the borders of your neighbor (makes him different).
Finally the Great Diplomat can start a golden age.
This way, people who don't want to commit random acts of terror or sabotage have an outlet for their espionage points. Missions include trying to get contact with other civs, arranging political weddings or treaty, free trade agreements, or creating a relations boost. If the other civ refuses, there are some consequences that still help the player that successfully pulls off a mission. Espionage points accrued by the great spy can be spent by your diplomats (Knowledge is power) as they try to maneuver your foes.
1 New Trait: Strategic (Str)
-20% espionage cost
Mounted, Armor units start with Flanking I
Double production Stable, Airport
Changed Trait:
Imperialistic: Double production Jails, Customs House
6 New Civs:
Pacifc Islanders
UU: Tiki Warriors (replaces warrior)
Moves 2, 1 first strike
UB: Botanical Garden (replaces menagerie)
+2 Happiness, +1 Health 10% culture
Leaders:
Queen Salote: Stra/Cre
King Kamehameha: Str/Phi
Poland
UU: Hussar (replaces cuirasser)
+25% v. Gunpowder
1-2 First strikes
UB: Sejmik (replaces courthouse)
-50% War Weariness in City
Leaders:
King Jan III Sobieski: Str/Ind
Colombia
UU: Batallon Rifles (replaces riflemen)
Strength 12, cost 95 hammers
+50 v. Mounted, Melee Units
UB: Plaza Mayor (replaces Industrial Park)
No health penalties, free engineer and can turn 2 into engineers.
Leaders:
General Simon Bolivar: Imp/Str
Kongo
UU: Guerilla Swordsmen
Other units’ terrain defense bonuses ineffective.
UB: Trade Company (replaces Customs House).
Additional 1 Happiness; 2 gold for all luxury goods in city
Leaders:
King Nzinga Mbemba: Cha/Ind
Hattay
UU: 3-man Chariot (replaces chariot, requires archery).
Deals collateral damage (capped at 40%, 3 units per attack)
UB: Archives (replaces library)
+35% science
Leaders:
King Mursili II: Str/Agg
Israel
UU: Merkava (replaces Tank)
Immune to first strikes
Receives defensive bonuses
UB: Mossad (replaces intelligence agency)
+75% Espionage points in city.
Leaders:
King Solomon: Ind/Phi
David Ben-Gurion: Pro/Org
6 New Leaders for preexisting civs
Abu Bakr of the Arabs: Str/Pro
Carlos V of Spain: Str/Exp
Emperor Meiji of Japan: Str/Org
Leif Erickson of the Vikings: Str/Fin
Chief Hiawatha of the Native Americans: Cre/Cha
Queen Theodora of the Byzantines: Str/Spi
One leader change from BTS:
Charles de Gaulle of France: Cha/Str
New building:
Menagerie
Can be built with aesthetics
+1 happiness, +1 health for 20% culture
Building changes from BTS:
Castles, Citadel now obsolete with Chemistry
Dun adds 10% espionage defense
Scotland Yard requires printing press
Academy requires Literature
Nuclear plants provide free science specialist
Certain Buildings provide great diplomat points
New units:
Diplomat: Can conduct diplomatic missions in rival civs capital using espionage points.
Can be assassinated
Can Join City as specialist (+1 happiness, +2 culture, +2 Espionage)
Special Forces: Available with stealth
Str. 28, moves 1, cost 180 hammers
Can paradrop (range 7), starts with commando and amphibious.
Marines, Seals, Paratroopers promote to Special Forces.
Great Diplomat: Can start Golden Age
Can build Embassy (+3 relations, -10 percent espionage cost against civ).
Can join city as specialist: (+2 happinnes, +4 culture, +4 Espionage, +3 GP).
Change to Units in BTS:
Great General can start golden age
Spies can assassinate diplomats (not great diplomat) as part of espionage missions.
New Wonders:
Empire State Building: -50% corporate maintenance. (Available with corporation)
Petra: Doubles line of sight of passive espionage, civ borders. (Available with Construction)
Changes to Wonders from BTS:
Certain Wonders now increase odds of getting great diplomat.
New optional gameplay: Regicide mode
You kill the king piece of a civ, the civ collapses into barbarian states. Kings are always last to fall when the city they're in falls, are immune to collateral damage, and have a movement of 2. One for each leader. Optional mode for quicker play.
Explanation: A reworking of diplomacy with the Great Diplomat:
Diplomats can be built after alphabet and conduct diplomatic missions, you can pay espionage points to do diplomatic missions. If carried out, thse missions successfully present options to the other civ to pick. Diplomats need open borders to enter (unless you are at war).
For example, trying to end a war, you can send a diplomat and pay some diplo points to offer a treaty. If the mission is successful but treaty is refused, war weariness goes up for the civ that refused. All diplomatic missions have a failure chance. No relations penalty for using a diplomat in someone's civ.
Diplo missions must be conducted in capitals. Diplomats can be killed by spies. If the word that it was your spy who killed a diplomat reaches the home civ, it is minus for relations. You can send your spies into other civs capitals and try to kill incoming diplomats if you think your enemies are getting too cozy.
The great diplomat can join as a specialist, adding espionage points, happiness and culture. They can build embassies, which give a permanent relations boost (embassies must be built in capitals of other civs). Their special ability is to end revolts in any city and bring them into the fold (Great for big cities you conquer). A city that has had a Great diplomat used to end its revolts won't ask to rejoin its mother civ again, you gain that status. Great diplomats have full diplomatic immunity and cannot be assassinated.
The great diplomat comes about from certain buildings and wonders, like spies do. Barbarians don't recognize diplomatic immunity, so if a barbs touch your diplomat he's gone. The great diplomat is likewise vulnerable, so he needs an escort as far as the borders of your neighbor (makes him different).
Finally the Great Diplomat can start a golden age.
This way, people who don't want to commit random acts of terror or sabotage have an outlet for their espionage points. Missions include trying to get contact with other civs, arranging political weddings or treaty, free trade agreements, or creating a relations boost. If the other civ refuses, there are some consequences that still help the player that successfully pulls off a mission. Espionage points accrued by the great spy can be spent by your diplomats (Knowledge is power) as they try to maneuver your foes.