Ivan Hunger
King
- Joined
- Jun 8, 2014
- Messages
- 637
I've been kicking around some ideas in my head for some new features they could include in a potential DLC or an expansion that focuses on city-state diplomacy and the espionage system. Thought I should finally get around to posting them.
New Districts
Diplomatic District
Espionage District
New Governments
Classical Era Government
Renaissance Era Government
Modern Era Government
Diplomatic Victory
In order to win diplomatic victory, you must be the suzerain of every city-state in the game, and you must have performed the "obtain blackmail" covert action at least once in the capital city center of every empire in the game.
New Districts
Diplomatic District
- If built on the border of a city-state, will instantly grant you an envoy at that city-state and allow open borders with that city-state.
- If built on the border of another empire, will increase your diplomatic visibility with that empire by 1 level and increase the amount of war weariness that empire receives for fighting against you.
- +1 great diplomat point per turn
- Citizen slots: +1 culture per turn, +1 faith per turn
- Project: Awards influence points and great diplomat points upon completion.
- Building 1: +1 influence point per turn, +1 citizen slot, +1 great diplomat point per turn
- Building 2: +1 influence point per turn, +1 citizen slot, +1 great diplomat point per turn
- Building 3: +1 influence point per turn, +1 citizen slot, +1 great diplomat point per turn
Espionage District
- All covert actions performed by foreign spies in all adjacent districts are more likely to fail, and the foreign spies are more likely to be captured or killed.
- If built on the border of another empire, all covert actions performed by your spies in that empire are more likely to be successful, and your spies are less likely to be captured or killed.
- +1 great operative point per turn
- Citizen slots: +1 production per turn, +1 science per turn
- Project: Earns gold equal to 15% of production used and awards great operative points upon completion.
- Building 1: +1 production per turn, +1 housing, +1 citizen slot, +1 great operative point per turn, +25% experience for all spies trained in this city
- Building 2: +2 production per turn, +1 citizen slot, +1 great operative point per turn, +25% experience for all spies trained in this city
- Building 3: +3 production per turn, +1 housing, +1 citizen slot, +1 great operative point per turn, +25% experience for all spies trained in this city, +1 spy capacity
New Governments
Classical Era Government
- Policy slots: 0 red, 1 yellow, 2 green, 1 purple
- Government bonus: Completing quests for city-states grants 2 envoys instead of 1.
- Legacy bonus: Levying city-state militaries and upgrading levied units costs less gold.
Renaissance Era Government
- Policy slots: 1 red, 1 yellow, 3 green, 1 purple
- Government bonus: Your units have increased combat strength and increased theological combat strength against any units of an empire with whom you have a diplomatic visibility level of "secret" or higher.
- Legacy bonus: Increased production when training spies.
Modern Era Government
- Policy slots: 1 red, 1 yellow, 4 green, 2 purple
- Government bonus: Increased spy capacity.
- Legacy bonus: Spies gain experience faster.
Diplomatic Victory
In order to win diplomatic victory, you must be the suzerain of every city-state in the game, and you must have performed the "obtain blackmail" covert action at least once in the capital city center of every empire in the game.
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