Gameplay Mechanic Proposal: Regions

TheSpaceCowboy

The Gangster of Love
Joined
Jul 14, 2013
Messages
635
Here’s an idea for a new gameplay mechanic for a potential expansion pack. Region-specific Leaf Technologies.

Essentially, every Civilization from the game would be categorized as belonging to one of ten or so Regions. Each of these Regions would have certain unique Abilities, Civics, Techs, and Units available to them.

The way they’d be implemented onto the Civic and Tech trees are as “Leaves” to the branches, i.e. they/re dead ends that don’t lead to any other Civics or Technologies. As such, the player could skip over them entirely, and may choose to do so for strategic reasons, as researching such would divert Culture or Science, respectively. Thus, the benefits of researching these have to be just compelling enough that a player would pursue them in just over half of all situations, making them a meaningful decision.

In most cases, the Region unique units are Heroes, meaning they can only be built once, but the research doubles as production, with the new unit appearing immediately.

Additionally, these Region-specific Leaves would each need to be unlocked by performing various actions in the game, similar to Eurekas and Inspirations. To be clear, instead of boosting the research toward the Leaves, these actions would merely unlock them.

Here are the Regions as I’d propose them:

1) Amerindian
(Apache, Iroquois, Sioux, etc.)​
2) Mediterranean
(Byzantium, Carthage, Greece, Rome)​
3) Mesoamerican
(Aztec, Inca, Maya)​
4) Middle-Eastern
(Arabia, Babylon, Egypt)​
5) Occidental
(America, England, France, Germany, Spain)​
6) Oriental
(China, Japan, Korea)​
7) Scandinavian
(Celts, Norway)​
8) South Asian
(India, Poynesia)​
9) Soviet
(Russia, Scythia)​
10) Sub-Saharan
(Kongo, Zulu)​

To illustrate, the following would be four of the Regional variants of the Spy unit.

file_204657_0_Archer_Super_Pic.jpg


Middle-Easter: Assassin
Civic Name: Assassin’s Creed
Leaf Civic of: Guilds
Unlocked by: The Holy City of the Religion you founded has been and remains captured
The Assassin is unlocked earlier than the normal Spy, and does not take up a Spy slot. In addition to the normal Spy abilities, the Assassin can perform the action Assassination Attempt at a foreign Capitol, which if successful negates that Civilization’s Leader Ability for a number of turns.​

Occidental: Secret Agent
Civic Name: License to Kill
Leaf Civic of: Cold War
Unlocked by: Adopt and remain committed to Democracy, and denounce a Civilization that has adopted Communism
The Secret Agent is much stronger at counter-espionage than the normal Spy, and does not take up a Spy slot. In addition to the normal Spy abilities, the Secret Agent can perform the action Recruit Defector at a foreign Capitol, which if successful siphons away all of the accumulated points of any type of Great Person from the foreign Civilization’s point pool to that of the Secret Agent’s Civilization.​

Oriental: Ninja
Civic Name: Ninjustu
Leaf Civil of: Feudalism
Unlocked by: Have no External Trade Routes going into the Medieval Era and for the duration of such prior to researching Ninjutsu
The Ninja is unlocked earlier than the normal Spy, and does not take up a Spy slot. In addition to the normal Spy abilities, the Ninja can perform a Melee attack on any military ground unit so long as the Ninja was undetected prior to the attack.​

Soviet: KGB Agent
Civic Name: Secret Police
Leaf Civic of: Cold War
Unlocked by: Have a deficit of Amenities in the Capitol when adopting Communism, and remain committed to Communism while maintaining an Amenity deficit during the researching of Secret Police
The KGB Agent is much stronger at counter-espionage than the normal Spy, and does not take up a Spy slot. In addition to the normal Spy abilities, the KGB Agent can perform the action Suppress Dissent in its own City-Centers, which if successful raises the amount of Unhappiness needed to generate Rebels for a number of turns.​
 
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