lordrj15
Manx Modder
This seems a bit better
Nicosia
Gold per turn for each Defensive or Military building in the
Capital.
Gold per kill. It also has the unique promotion, "Templique Salomonici", that allows it to generate +3
Great Merchant points per turn when garrisoned in a non-Occupied or Puppeted City.
Combat Strength (25
vs. 20). Additionally, starts with Coastal Raider I and II, as well as the unique promotion, "Alexandrian Crusade", that grants a +25%
Combat Bonus when attacking for each adjacent friendly Land Unit, whether embarked or not. Upgrades to Ironclad.

Some thoughts:-
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Kingdom Of Cyprus (Peter I)
Start Bias: Coastal
Capital:Nicosia
UA: A Hundred Thousand Bezants
When founding a City, all tiles immediately adjacent to it are immediately improved where possible. Cities generate +2Gold per turn for each Defensive or Military building in the
Capital.
UU: Templar (replaces Knight)
Unlike the Knight it replaces, the Templar is faster and generatesGold per kill. It also has the unique promotion, "Templique Salomonici", that allows it to generate +3
Great Merchant points per turn when garrisoned in a non-Occupied or Puppeted City.
UU: Crusader Ship (replaces Caravel)
Slightly slower than the Caravel it replaces, but has a higherCombat Strength (25
vs. 20). Additionally, starts with Coastal Raider I and II, as well as the unique promotion, "Alexandrian Crusade", that grants a +25%
Combat Bonus when attacking for each adjacent friendly Land Unit, whether embarked or not. Upgrades to Ironclad.
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It's a slightly different take on the place, focusing almost solely on its existence as a crusader kingdom and the fact that the Templars were not only the richest knightly order by far, but also the inventors of early banking techniques. The UA is even a reference to how much the Templars paid Richard the Lionheart for Cyprus in the first place! =]
EDIT: Specified a few points.
Faith generate +2
Gold, and all Specialists generate +2
Faith. Generates +2% additional
Gold for every Courthouse in the Empire.Okay. How about this:-
UB: Millet (replaces Bank)
Standard Bank benefits, but only has 1 Merchant Specialist slot. Additionally, all buildings that generateFaith generate +2
Gold, and all Specialists generate +2
Faith. Generates +2% additional
Gold for every Courthouse in the Empire.
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A millet, for those wondering, isn't technically a building. Rather, it's more of a system, specifically a system of local-level religious courts implemented by the Ottomans. The millets were actually quite powerful and reasonably autonomous, though that changed by the 19th century. As a bank replacement, it's pretty reasonable if you combine it with faith. Also, it replaces the Crusader Ship. Obviously. =]
Okay. How about this:-
UB: Millet (replaces Bank)
Standard Bank benefits, but only has 1 Merchant Specialist slot. Additionally, all buildings that generateFaith generate +2
Gold, and all Specialists generate +2
Faith. Generates +2% additional
Gold for every Courthouse in the Empire.
---
A millet, for those wondering, isn't technically a building. Rather, it's more of a system, specifically a system of local-level religious courts implemented by the Ottomans. The millets were actually quite powerful and reasonably autonomous, though that changed by the 19th century. As a bank replacement, it's pretty reasonable if you combine it with faith. Also, it replaces the Crusader Ship. Obviously. =]
Well, yes, that's sort of the point - it boosts your faith game for when you inevitably purchase a boatload of Great Scientists and Engineers because of course you went Tradition/Rationalism, you're playing on Deity, why would you not do that? =]

You mean the Country Palatinate of the Rhine?![]()
Yes, I recently had a request from someone to do it, there's not one already in development is there?

Dammit, Empress Banana. I told you I would do it!
Go ahead, of course, but we may one day overlap.
