jupiterkris
Warlord
A final final rethink on Fundamentalism ...
Idea of Fundamentalism/Secularity implemented as a Risk Slider .
Used at all times in all govts times except Anarchy .
click for Risk Slider Chart
X axis : risk
0 = Neutral
-1 = Fundamentalism
+1 = Secularity
Y axis : multiplier factor for :
1. happy faces production
2. commerce production
3. shields production
4. beakers production
5. risk of anarchy
6. chance of hero generation
Charted Features :
1. (Fundamentalism/Secularity) increase and decrease in risk from 0 leads to
increase in happiness, followed by drop towards extremes of 1 and -1
slight increase risk of anarchy
2. (Fundamentalism) decrease in risk from 0 leads to
decrease commerce
decrease tech
increase hero generation
3. (Secularity) increase in risk from 0 leads to
decrease shields
slight increase tech
Uncharted Features :
1. People's Hero : special unit
requires Nationalism; max of 2, or 1 per 4 cities, whichever is greater
creates possibility of a hero arising from any worker stationed in capital city
(Fundamentalism) decrease in risk from 0 leads to increase chance of hero generation
chance enhanced with fewer total cities
5.1.2, heroic fight and bombard -
heroic fight : automatically take out attacker/defender if hero is killed
heroic bombard : bombard range of 1, destroys all units on targeted tile and consumes hero if successful
2. Book of Doctrines : small wonder
requires Nationalism (300 shields)
culture - 3 per turn
reduces fall in commerce/shields with risk slider
increases chance of hero creation
grants 1 culture point with each engagement of a People's Hero .
3. Effect of Fewer Cities (4 or less)
(Fundamentalism) decrease in risk from 0 leads to
decrease corruption/waste up to max of 1 quarter
increase military support up to max of 2 times
increase hero generation
note - no effect on military prowess, cultural flip or quelling
Idea of Fundamentalism/Secularity implemented as a Risk Slider .
Used at all times in all govts times except Anarchy .
click for Risk Slider Chart
X axis : risk
0 = Neutral
-1 = Fundamentalism
+1 = Secularity
Y axis : multiplier factor for :
1. happy faces production
2. commerce production
3. shields production
4. beakers production
5. risk of anarchy
6. chance of hero generation
Charted Features :
1. (Fundamentalism/Secularity) increase and decrease in risk from 0 leads to
increase in happiness, followed by drop towards extremes of 1 and -1
slight increase risk of anarchy
2. (Fundamentalism) decrease in risk from 0 leads to
decrease commerce
decrease tech
increase hero generation
3. (Secularity) increase in risk from 0 leads to
decrease shields
slight increase tech
Uncharted Features :
1. People's Hero : special unit
requires Nationalism; max of 2, or 1 per 4 cities, whichever is greater
creates possibility of a hero arising from any worker stationed in capital city
(Fundamentalism) decrease in risk from 0 leads to increase chance of hero generation
chance enhanced with fewer total cities
5.1.2, heroic fight and bombard -
heroic fight : automatically take out attacker/defender if hero is killed
heroic bombard : bombard range of 1, destroys all units on targeted tile and consumes hero if successful
2. Book of Doctrines : small wonder
requires Nationalism (300 shields)
culture - 3 per turn
reduces fall in commerce/shields with risk slider
increases chance of hero creation
grants 1 culture point with each engagement of a People's Hero .
3. Effect of Fewer Cities (4 or less)
(Fundamentalism) decrease in risk from 0 leads to
decrease corruption/waste up to max of 1 quarter
increase military support up to max of 2 times
increase hero generation
note - no effect on military prowess, cultural flip or quelling