embryodead
Caliph
Assassinating settled GPs is the default behaviour of the SuperSpies mod, which I removed because I didn't like it. I don't have too much preference for the current system, however, and I can easily bring it back. I just felt it's rather impersonal to remove stacks of GPs (I remember MessageMan suggested settled GPs have names, but that's very complicated considering how they are stored and displayed).
As for the Relic, making it capturable has to be coded separately so it's irrelevant whether it's Building or GP.
I really don't get the point about Relics as GPs being more original than relics as Buildings. It's still the same thing, except with buildings, everything is already done and no extra code is needed. They can have seperate category in the Civlopedia as well, so they won't even show up as buildings/wonders, or specialists, but something entirely new, like, say, spells in FFH2.
You can put several relics in the same city even if they are not named (BTS supports mutliple buildings of the same type). But I'd rather name them now If there are URVs and Hindus don't need relics, then they won't have any.
A relic that shows up as a relic / reliquary = makes more sense, code is already there, allows unique names & much more features than just yield bonus
A relic that shows up as a specialist / great person = none of the above!
Relic unit is still a unit, nothing changes in this regard.
As for dynamics, rather than hiding them in Kyzyl Kum (not particularly realistic) I'd assign each relic to a semi-random pre-placed city or a semi-random empty province. The first player that founds a city in said province, spawns the relic unit, i.e. "Settlers have found the fabled Holy Mantle in a nearby village / cave / tomb."
Currently you can only pick the relic up when you capture a city. A manual option can be added if needed, i.e. a missionary can get an extra button to "load" a relic, which would transform it into the relic unit. This way you could move relics more freely for the URV (extra condition to bring all relics to Jerusalem etc.); this one is simple actually.
As for the Relic, making it capturable has to be coded separately so it's irrelevant whether it's Building or GP.
I really don't get the point about Relics as GPs being more original than relics as Buildings. It's still the same thing, except with buildings, everything is already done and no extra code is needed. They can have seperate category in the Civlopedia as well, so they won't even show up as buildings/wonders, or specialists, but something entirely new, like, say, spells in FFH2.
You can put several relics in the same city even if they are not named (BTS supports mutliple buildings of the same type). But I'd rather name them now If there are URVs and Hindus don't need relics, then they won't have any.
A relic that shows up as a relic / reliquary = makes more sense, code is already there, allows unique names & much more features than just yield bonus
A relic that shows up as a specialist / great person = none of the above!
Relic unit is still a unit, nothing changes in this regard.
As for dynamics, rather than hiding them in Kyzyl Kum (not particularly realistic) I'd assign each relic to a semi-random pre-placed city or a semi-random empty province. The first player that founds a city in said province, spawns the relic unit, i.e. "Settlers have found the fabled Holy Mantle in a nearby village / cave / tomb."
Currently you can only pick the relic up when you capture a city. A manual option can be added if needed, i.e. a missionary can get an extra button to "load" a relic, which would transform it into the relic unit. This way you could move relics more freely for the URV (extra condition to bring all relics to Jerusalem etc.); this one is simple actually.