Khan Quest
Prince
I enjoy the random events, quests, etc. which add another dimension to game-play. I was thinking about what else could be suggested along these same lines, and Robin Hood came to mind, then Spartacus. There are notable characters from history that do not make the leader/great person lists. Also, (as I have detailed in previous posts) I would like to see the aspect of “Barbarians” expanded. Here is the suggestion:
Robin Hood
Trigger requirements: Feudalism known by >25% of civs. A “wealthy” city with at least four forested tiles in its BFC. (“Wealthy” definition TBD.)
Target: In the randomly selected civ, a wealthy city with most forest in the BFC and in tiles adjacent to the BFC.
Affect: Half the city’s commerce is lost for 25 turns. Half the city’s land trade routes (round down) are interrupted for 25 turns.
Background: A group of bandits led by the notorious Robin Hood, from the cover of forests, is raiding and interfering with tax collection.
Stats: Robin: Long-bowman, Drill II, Woodsman II, Leadership; Merry-men: Standard Swordsman
Solutions:
1: Wait out the 25 turns.
2: Chop all the forests in the BFC. This will result in unhappiness for 10 turns (“the city considers you a villain” like a defied resolution).
3: Post military units adjacent to each forested tile (not in, and city and fort garrisons do not count) to ferret out the bandits. Robin and his merry-men will appear in a random forest tile and attack if the odds are ok. He will remain visible as long as all the adjacent units are present. If killed, this will result in unhappiness for 10 turns (“the city considers you a villain” like a defied resolution).
4: Agree to his demands. The civ will lose an amount equal to maximum of the half that cities commerce during Robin’s raidings, while Robin lives (the trade routes are restored). The Robin Hood unit is under the control of the civ. The Swordsman unit is disbanded.
Spartacus
Trigger requirements: Iron Working known by >25% of civs; Construction known by >25% of civs. A civ with at least one coliseum running slavery.
Target: Anywhere within the civ’s cultural borders.
Affect: A random tile is pillaged anywhere within the cultural borders each turn for 25 turns. Each subsequent pillaged tile will be within 5 tiles of the last.
Background: A group of gladiators led by the notorious Spartacus, is looting and pillaging.
Stats: Spartacus: Praetorian, Combat II, Guerilla II, Leadership; gladiators: Combat II spearman
Solutions:
1: Wait out the 25 turns.
2: Post military units within the 5-tile radius of the last-turn pillaged tile (city and fort garrisons do not count). If the random pillaged tile in any turn has an adjacent tile with a military unit, Spartacus & co. will appear. He will attack if the odds favor it, or will move to better defendable tile if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands. Stop using the slavery civic. Switching back to slavery will destroy the Spartacus unit. The Spartacus unit is under the control of the civ. The Spearman unit is disbanded.
Others:
Attila the Hun
Trigger requirements: Horse-back Riding known by >25% of civs;. Monarchy known by >25% of civs;. A civ bordering open lands.
Target: Near no-man’s-land border.
Affect: A random tile is pillaged within 8 tiles of no-man’s-land border. Random city near no-man’s-land border has 20% chance of -1 population for 25 turns. Citizens of city nearest pillaged tile unhappy as “we fear for our safety”.
Background: Mounted archers terrorize the land demanding tribute and pillaging.
Stats: Attila and the Huns : Keshik, Strength 8, Combat I, Drill II, Shock, Leadership
Solutions:
1: Wait out the 25 turns.
2: Post military units within the 8-tile radius of the no-man’s-land border (city and fort garrisons do not count). If the random pillaged tile in any turn has an adjacent tile with a military unit, Attila will appear. He will attack if the odds favor it, or will move to escape, if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands, tribute. Give tribute of 2.5% of total commerce for remainder of 25 turns.
4: Agree to his demands, mercenary. Lose 5% of total commerce while Attila lives. The Attila unit is under the control of the civ.
Barbarossa Brothers
Trigger requirements: Optics known by >25% of civs; Gunpowder known by >25% of civs. A map with ocean.
Target: Anywhere along the coast.
Affect: Standard privateer blockade (I forget what is called) on random coastal city for 25 turns. The city has 20% chance of -1 population (captured slaves).
Background: A fleet of privateers led by the Barbarossa brothers terrorize coastal cities.
Stats: Barbary Corsair: Privateer, Sentry, Navigation II, Drill I, Flanking I, Leadership
Solutions:
1: Wait out the 25 turns.
2: Post naval units near coastal cities (ships in port do not count). The AI selects a random tile near a the random coastal city. If a ship is in an adjacent tile to the AI selected tile, the Barbary Corsair will appear. He will attack if the odds favor it, or will escape seaward, if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands, tribute. Give tribute of 2.5% of total commerce for remainder of 25 turns.
4: Agree to his demands, mercenary. Lose 5% of total commerce while the Barbary Corsair lives. The Attila unit is under the control of the civ.
The Hole-in-the-Wall Gang
Train-robbing calvary unit with guerilla II (and can use terrain to defend)
Che Guevara
Infantry unit?
Dare I say Osama bin Laden unit?
Robin Hood
Trigger requirements: Feudalism known by >25% of civs. A “wealthy” city with at least four forested tiles in its BFC. (“Wealthy” definition TBD.)
Target: In the randomly selected civ, a wealthy city with most forest in the BFC and in tiles adjacent to the BFC.
Affect: Half the city’s commerce is lost for 25 turns. Half the city’s land trade routes (round down) are interrupted for 25 turns.
Background: A group of bandits led by the notorious Robin Hood, from the cover of forests, is raiding and interfering with tax collection.
Stats: Robin: Long-bowman, Drill II, Woodsman II, Leadership; Merry-men: Standard Swordsman
Solutions:
1: Wait out the 25 turns.
2: Chop all the forests in the BFC. This will result in unhappiness for 10 turns (“the city considers you a villain” like a defied resolution).
3: Post military units adjacent to each forested tile (not in, and city and fort garrisons do not count) to ferret out the bandits. Robin and his merry-men will appear in a random forest tile and attack if the odds are ok. He will remain visible as long as all the adjacent units are present. If killed, this will result in unhappiness for 10 turns (“the city considers you a villain” like a defied resolution).
4: Agree to his demands. The civ will lose an amount equal to maximum of the half that cities commerce during Robin’s raidings, while Robin lives (the trade routes are restored). The Robin Hood unit is under the control of the civ. The Swordsman unit is disbanded.
Spartacus
Trigger requirements: Iron Working known by >25% of civs; Construction known by >25% of civs. A civ with at least one coliseum running slavery.
Target: Anywhere within the civ’s cultural borders.
Affect: A random tile is pillaged anywhere within the cultural borders each turn for 25 turns. Each subsequent pillaged tile will be within 5 tiles of the last.
Background: A group of gladiators led by the notorious Spartacus, is looting and pillaging.
Stats: Spartacus: Praetorian, Combat II, Guerilla II, Leadership; gladiators: Combat II spearman
Solutions:
1: Wait out the 25 turns.
2: Post military units within the 5-tile radius of the last-turn pillaged tile (city and fort garrisons do not count). If the random pillaged tile in any turn has an adjacent tile with a military unit, Spartacus & co. will appear. He will attack if the odds favor it, or will move to better defendable tile if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands. Stop using the slavery civic. Switching back to slavery will destroy the Spartacus unit. The Spartacus unit is under the control of the civ. The Spearman unit is disbanded.
Others:
Attila the Hun
Trigger requirements: Horse-back Riding known by >25% of civs;. Monarchy known by >25% of civs;. A civ bordering open lands.
Target: Near no-man’s-land border.
Affect: A random tile is pillaged within 8 tiles of no-man’s-land border. Random city near no-man’s-land border has 20% chance of -1 population for 25 turns. Citizens of city nearest pillaged tile unhappy as “we fear for our safety”.
Background: Mounted archers terrorize the land demanding tribute and pillaging.
Stats: Attila and the Huns : Keshik, Strength 8, Combat I, Drill II, Shock, Leadership
Solutions:
1: Wait out the 25 turns.
2: Post military units within the 8-tile radius of the no-man’s-land border (city and fort garrisons do not count). If the random pillaged tile in any turn has an adjacent tile with a military unit, Attila will appear. He will attack if the odds favor it, or will move to escape, if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands, tribute. Give tribute of 2.5% of total commerce for remainder of 25 turns.
4: Agree to his demands, mercenary. Lose 5% of total commerce while Attila lives. The Attila unit is under the control of the civ.
Barbarossa Brothers
Trigger requirements: Optics known by >25% of civs; Gunpowder known by >25% of civs. A map with ocean.
Target: Anywhere along the coast.
Affect: Standard privateer blockade (I forget what is called) on random coastal city for 25 turns. The city has 20% chance of -1 population (captured slaves).
Background: A fleet of privateers led by the Barbarossa brothers terrorize coastal cities.
Stats: Barbary Corsair: Privateer, Sentry, Navigation II, Drill I, Flanking I, Leadership
Solutions:
1: Wait out the 25 turns.
2: Post naval units near coastal cities (ships in port do not count). The AI selects a random tile near a the random coastal city. If a ship is in an adjacent tile to the AI selected tile, the Barbary Corsair will appear. He will attack if the odds favor it, or will escape seaward, if not. He will remain visible as long as all the adjacent units are present.
3: Agree to his demands, tribute. Give tribute of 2.5% of total commerce for remainder of 25 turns.
4: Agree to his demands, mercenary. Lose 5% of total commerce while the Barbary Corsair lives. The Attila unit is under the control of the civ.
The Hole-in-the-Wall Gang
Train-robbing calvary unit with guerilla II (and can use terrain to defend)
Che Guevara
Infantry unit?
Dare I say Osama bin Laden unit?
