Khan Quest
Prince
Unfortunately, I dont have time to read through the previous posts. If any similar ideas have been suggested and/or already discussed, I apologize in advance. That said, here are some ideas that I have mulling.
-----------------------------------------------
Espionage
Espionage should be expanded. Spies should accrue experience and specialize like combat units. Spying should also begin earlier.
New unit: Infiltrator (for lack of a better name)
Available with writing.
Can be produced in the capitol; No special building required.
Has a move of 1.
While invisible to rivals, it is visible to animals and barbarians (a disguise won't fool a panther, or allow infiltration into a barbarian clan).
Does not start with the visibility skill.
Can only investigate cities and report troop strength.
Can be upgraded when Scotland Yard is built..
Spying should be divided in two parts, performing the act and getting away with it. Success of the action is evaluated first. If attempt fails, the chance of escape decreases dramatically. For example, a spy could transmit battle plans, but get caught afterward; a spy could fail in attempt to sabotage production, but escape before authorities arrive.
Each consecutive turn of espionage should increase the chance of that spy getting caught. But, there should be a cap on the increase.
I dont know if this has already been implemented or not, but a spy getting caught should be a hit on relations with the offended Civ. Egregious acts, such as GL assassination (see below) would outrage other civs and reduce relations with them as well.
Experience and advancing levels.
If an espionage act is successful and undetected, the spy gains XPs.
Additional skills:
General advance (similar to a combats units "star") +5% to all actions
Escape and evasion +25%
Counter Espionage +25%
Assassination of GL
Master controller
Tech Smuggling
Move +1
Counter Espionage decreases a rivals chance of success and escape. Multiple counter-spies may used to further decrease chance of spying. When showing odds of success with a mouse hover, do not factor in counter espionage effects
Assassination of GL A difficult feat. Can not move and assassinate on the same turn. Chance of success decreases with population of the city the GL resides in, and with the number of troops.
Master controller A spy with the master controller ability can network with other spies on the same tile to increase the chance of success. However, if the espionage attack fails the chance for exposure increases. Exposure of the spies is determined individually. Combined counter-espionage does not require master level skill.
Tech Smuggling A tech smuggling spy deliver beakers to (the city with) Scotland Yard. The cost should be cheaper than the standard gold to tech conversion (whatever that may be) but also be risky.
Ideas for turning a spy?
------------------------------------
Barbarians
First I want say that the pesky, pillaging, punk Barbarians are great fun. I would like to see the role of Barbarians expanded to include mercenaries and pirates.
I dont if this happens currently or not, but Barbs should get pillaged gold. Barb (pirate) ships should get a tiles trade as gold. Only one pirate ship/city would receive gold, unless a blockade was in place, then the barbs would get 2x the best tiles gold. A barb fortifying on tile within a civs cultural boundaries receive that tiles trade as gold.
The suggestions here would apply to both land and sea units.
When a Barbarian enters cultural boundaries or is within sight range of a unit, dialog is possible, it is otherwise not possible. A civ may offer a bribe to have the barb not pillage/attack and leave the cultural boundaries. If this is paid, the Barb is much less likely to carry out the offense. They may attack/pillage anyway if the civ is perceived as week. The Barb can also be offered gold per turn to harass a rival civ. As there is no loyalty to the sponsoring civ, the barbs will carry out the wishes of the highest bidder. More gold paid should also mean more units produced for harassment. A loss of sponsorship may result in retaliation.
Civs may gift troops to Barbs anywhere. Of course contact has to be made to do so.
Barbs may use roads of sponsoring civs.
Barbarians can be given techs and resources, but otherwise will not trade them in any way.
Barbarians should be able to capture ships, as players were able to in Civ 3. Barbarians should be able to build pirate ships of a type dependent upon their technological level.
The leader heads should change frequently to represent the instability of their leadership.
------------------------------------
There are some miscellaneous items on my wish list.
Alliances
I like the new Defensive Pacts in Civ4, but I also liked Alliances in Civ3. Why cant we have both?
Changing the City Project
In an older version of civ (2?), if you changed what you were building, you lost half of your hammers. That wasnt good so Firaxis changed it so you transferred all your hammers in the next civ. That didnt work so well either. Now it works nicely by moving tasks down the queue. But, Id still like to see it tweaked a little.
Id like to be able to transfer my hammers (losing half) when building things in the same class. Part way through training a regiment of grenadiers, why couldnt I instead train them as riflemen (at some cost)? Similarly, a foundation laid for a library could easily become a courthouse.
Big Bertha Cannon
Id like a Big Bertha cannon unit. The unit would be treated like aircraft units, except rebasing can only occur between rail-linked cities, and could not take damage. The BB cannon would have a short range (a citys fat cross maybe) and would cause collateral damage like artillery.
Regrouping
Two units of the same type should be able to regroup. Doing so would sum their current health together. If a promotion ensues, they would gain health from that as well. Half the XPs of the less experienced unit would be added to those of the more experienced unit, or the more experienced unit will be advanced to the next promotion level, or four points will be added to the more experienced unit, whichever is less.
If that is too powerful, maybe regrouping would grant one promotion to the more experienced unit, to a maximum of level 4.
Wonders
Panama Canal
If Firaxis can do the Great Wall, they can do the Panama Canal. Any city placed on land no more than three tiles wide between two separate coasts could build the canal. The only exception is that the canal cannot be built across mountain or ice tiles. Available with railroad and requiring iron, the canal will add the capability of ship travel to two tiles connecting the city to the two coasts. The canal tiles and the city tile will produce an additional three trade each. The canal itself cannot be pillaged unless the city is razed, but enemy ground troops can block use of the canal. Enemy ships can not enter the canal. Increases the chances of generating a great merchant..
Iron Curtain
Reduces the cost of spying activities. Increases the chance of foiling espionage attempts. Small chance of exposing enemy spy even when no act has been committed.
------------------------------------
Unique abilities based upon leader traits
My most fanciful (and perhaps unreasonable) idea is to add a little more differentiation of civs based upon their leaders traits.
The abilities could be exposed automatically with existing tech discovery, or require a special tech researched that is only available to a civ with that personality trait. The tech would not be tradable.
Industrious
Tech - Work Ethic
A special unit stores up to 5 turns worth of hammers that can be transferred to another city. There can only be one such unit at a time. Once created, the number hammers decreases 50%/turn after the first turn.
Organized
Tech - Synergy
Idea 1 Can combine tile improvements (One per citys inner core). Forge on mine; farm on plantation or pasture; Windmill on lumber mill.
Idea 2 Two citizens can work the same tile in the same city for each multiple of a population of eight.
Philosophical
Tech Darwins Voyage
1 Field research units are randomly, though periodically generated in cities with Academies. Somewhat like the great merchant and great scientist combined, this will generate research which applied to the current research. The farther away from the capitol, the more research gained.
Tech - Reason
2 When a tech is half or more researched that will reveal a resource, the resource becomes visible and may be worked. A mined hill is more likely to generate a resource.
Spiritual
Tech - Influence
Missionaries created in a holy city are stealthy zealot units. The unit can spread religion, as a normal missionary can. They can also sew unrest in foreign cities of the same religion, making one citizen unproductive for 10 turns. This consumes the unit. The zealot unit may also convert a barbarian or rival military unit.. The probability is affected by the number of fellow units within a tile of the target, whose cultural boundry the target is within, and the relative tech level of the target.
Aggressive
Tech - Sun Tzus War Academy
1 When research is complete that allows a new type of offensive land unit, the most militaristic city (war academy, West Point, etc) will generate a free unit (or units, if multiple units are available), even if a required resource is not available.
2 Can build prototype offensive units while tech is being researched. Unit has -10% strength.
Creative
1 When capturing a city, there is a chance that one of the culture producing buildings will remain intact.
2 A special unit, can create any known resource on any tile, not already containing a resource.
Financial
Tech - Insurance
1. Each time a military unit is lost, or land is pillaged, the financial civ recoups 5% of the cost (1 gold minimum) as insurance.
2 Any one selected (worked) resource counts as two as far as export is concerned. E.g., A city with one worked iron mine may both use and trade the iron.
Expansive
1 Settlers and workers have a one point defensive strength. Scouts and explorers get a free promotion.
2 Can clear forests after discovering bronze working. Once iron working is discovered jungles are cleared at twice the rate.
Protective
1 When research is complete that allows a new type of defensive land unit, the most militaristic city (war academy, West Point, etc) will generate a free unit (or units, if multiple units are available), even if a required resource is not available.
2 Can build prototype defensive units while tech is being researched. Unit has -10% strength.
Charismatic
Tech - Rhetoric
Deals can be canceled and wars ended by a charismatic civ in 8 turns. Cities are more likely to have We love the King turns.
Imperialistic
1 A special, invisible Envoy unit can reduce corruption in a city, when present. The unit has a move of 2 and may be moved between cities.
2 One resistor is automatically quelled.
-----------------------------------------------
Espionage
Espionage should be expanded. Spies should accrue experience and specialize like combat units. Spying should also begin earlier.
New unit: Infiltrator (for lack of a better name)
Available with writing.
Can be produced in the capitol; No special building required.
Has a move of 1.
While invisible to rivals, it is visible to animals and barbarians (a disguise won't fool a panther, or allow infiltration into a barbarian clan).
Does not start with the visibility skill.
Can only investigate cities and report troop strength.
Can be upgraded when Scotland Yard is built..
Spying should be divided in two parts, performing the act and getting away with it. Success of the action is evaluated first. If attempt fails, the chance of escape decreases dramatically. For example, a spy could transmit battle plans, but get caught afterward; a spy could fail in attempt to sabotage production, but escape before authorities arrive.
Each consecutive turn of espionage should increase the chance of that spy getting caught. But, there should be a cap on the increase.
I dont know if this has already been implemented or not, but a spy getting caught should be a hit on relations with the offended Civ. Egregious acts, such as GL assassination (see below) would outrage other civs and reduce relations with them as well.
Experience and advancing levels.
If an espionage act is successful and undetected, the spy gains XPs.
Additional skills:
General advance (similar to a combats units "star") +5% to all actions
Escape and evasion +25%
Counter Espionage +25%
Assassination of GL
Master controller
Tech Smuggling
Move +1
Counter Espionage decreases a rivals chance of success and escape. Multiple counter-spies may used to further decrease chance of spying. When showing odds of success with a mouse hover, do not factor in counter espionage effects
Assassination of GL A difficult feat. Can not move and assassinate on the same turn. Chance of success decreases with population of the city the GL resides in, and with the number of troops.
Master controller A spy with the master controller ability can network with other spies on the same tile to increase the chance of success. However, if the espionage attack fails the chance for exposure increases. Exposure of the spies is determined individually. Combined counter-espionage does not require master level skill.
Tech Smuggling A tech smuggling spy deliver beakers to (the city with) Scotland Yard. The cost should be cheaper than the standard gold to tech conversion (whatever that may be) but also be risky.
Ideas for turning a spy?
------------------------------------
Barbarians
First I want say that the pesky, pillaging, punk Barbarians are great fun. I would like to see the role of Barbarians expanded to include mercenaries and pirates.
I dont if this happens currently or not, but Barbs should get pillaged gold. Barb (pirate) ships should get a tiles trade as gold. Only one pirate ship/city would receive gold, unless a blockade was in place, then the barbs would get 2x the best tiles gold. A barb fortifying on tile within a civs cultural boundaries receive that tiles trade as gold.
The suggestions here would apply to both land and sea units.
When a Barbarian enters cultural boundaries or is within sight range of a unit, dialog is possible, it is otherwise not possible. A civ may offer a bribe to have the barb not pillage/attack and leave the cultural boundaries. If this is paid, the Barb is much less likely to carry out the offense. They may attack/pillage anyway if the civ is perceived as week. The Barb can also be offered gold per turn to harass a rival civ. As there is no loyalty to the sponsoring civ, the barbs will carry out the wishes of the highest bidder. More gold paid should also mean more units produced for harassment. A loss of sponsorship may result in retaliation.
Civs may gift troops to Barbs anywhere. Of course contact has to be made to do so.
Barbs may use roads of sponsoring civs.
Barbarians can be given techs and resources, but otherwise will not trade them in any way.
Barbarians should be able to capture ships, as players were able to in Civ 3. Barbarians should be able to build pirate ships of a type dependent upon their technological level.
The leader heads should change frequently to represent the instability of their leadership.
------------------------------------
There are some miscellaneous items on my wish list.
Alliances
I like the new Defensive Pacts in Civ4, but I also liked Alliances in Civ3. Why cant we have both?
Changing the City Project
In an older version of civ (2?), if you changed what you were building, you lost half of your hammers. That wasnt good so Firaxis changed it so you transferred all your hammers in the next civ. That didnt work so well either. Now it works nicely by moving tasks down the queue. But, Id still like to see it tweaked a little.
Id like to be able to transfer my hammers (losing half) when building things in the same class. Part way through training a regiment of grenadiers, why couldnt I instead train them as riflemen (at some cost)? Similarly, a foundation laid for a library could easily become a courthouse.
Big Bertha Cannon
Id like a Big Bertha cannon unit. The unit would be treated like aircraft units, except rebasing can only occur between rail-linked cities, and could not take damage. The BB cannon would have a short range (a citys fat cross maybe) and would cause collateral damage like artillery.
Regrouping
Two units of the same type should be able to regroup. Doing so would sum their current health together. If a promotion ensues, they would gain health from that as well. Half the XPs of the less experienced unit would be added to those of the more experienced unit, or the more experienced unit will be advanced to the next promotion level, or four points will be added to the more experienced unit, whichever is less.
If that is too powerful, maybe regrouping would grant one promotion to the more experienced unit, to a maximum of level 4.
Wonders
Panama Canal
If Firaxis can do the Great Wall, they can do the Panama Canal. Any city placed on land no more than three tiles wide between two separate coasts could build the canal. The only exception is that the canal cannot be built across mountain or ice tiles. Available with railroad and requiring iron, the canal will add the capability of ship travel to two tiles connecting the city to the two coasts. The canal tiles and the city tile will produce an additional three trade each. The canal itself cannot be pillaged unless the city is razed, but enemy ground troops can block use of the canal. Enemy ships can not enter the canal. Increases the chances of generating a great merchant..
Iron Curtain
Reduces the cost of spying activities. Increases the chance of foiling espionage attempts. Small chance of exposing enemy spy even when no act has been committed.
------------------------------------
Unique abilities based upon leader traits
My most fanciful (and perhaps unreasonable) idea is to add a little more differentiation of civs based upon their leaders traits.
The abilities could be exposed automatically with existing tech discovery, or require a special tech researched that is only available to a civ with that personality trait. The tech would not be tradable.
Industrious
Tech - Work Ethic
A special unit stores up to 5 turns worth of hammers that can be transferred to another city. There can only be one such unit at a time. Once created, the number hammers decreases 50%/turn after the first turn.
Organized
Tech - Synergy
Idea 1 Can combine tile improvements (One per citys inner core). Forge on mine; farm on plantation or pasture; Windmill on lumber mill.
Idea 2 Two citizens can work the same tile in the same city for each multiple of a population of eight.
Philosophical
Tech Darwins Voyage
1 Field research units are randomly, though periodically generated in cities with Academies. Somewhat like the great merchant and great scientist combined, this will generate research which applied to the current research. The farther away from the capitol, the more research gained.
Tech - Reason
2 When a tech is half or more researched that will reveal a resource, the resource becomes visible and may be worked. A mined hill is more likely to generate a resource.
Spiritual
Tech - Influence
Missionaries created in a holy city are stealthy zealot units. The unit can spread religion, as a normal missionary can. They can also sew unrest in foreign cities of the same religion, making one citizen unproductive for 10 turns. This consumes the unit. The zealot unit may also convert a barbarian or rival military unit.. The probability is affected by the number of fellow units within a tile of the target, whose cultural boundry the target is within, and the relative tech level of the target.
Aggressive
Tech - Sun Tzus War Academy
1 When research is complete that allows a new type of offensive land unit, the most militaristic city (war academy, West Point, etc) will generate a free unit (or units, if multiple units are available), even if a required resource is not available.
2 Can build prototype offensive units while tech is being researched. Unit has -10% strength.
Creative
1 When capturing a city, there is a chance that one of the culture producing buildings will remain intact.
2 A special unit, can create any known resource on any tile, not already containing a resource.
Financial
Tech - Insurance
1. Each time a military unit is lost, or land is pillaged, the financial civ recoups 5% of the cost (1 gold minimum) as insurance.
2 Any one selected (worked) resource counts as two as far as export is concerned. E.g., A city with one worked iron mine may both use and trade the iron.
Expansive
1 Settlers and workers have a one point defensive strength. Scouts and explorers get a free promotion.
2 Can clear forests after discovering bronze working. Once iron working is discovered jungles are cleared at twice the rate.
Protective
1 When research is complete that allows a new type of defensive land unit, the most militaristic city (war academy, West Point, etc) will generate a free unit (or units, if multiple units are available), even if a required resource is not available.
2 Can build prototype defensive units while tech is being researched. Unit has -10% strength.
Charismatic
Tech - Rhetoric
Deals can be canceled and wars ended by a charismatic civ in 8 turns. Cities are more likely to have We love the King turns.
Imperialistic
1 A special, invisible Envoy unit can reduce corruption in a city, when present. The unit has a move of 2 and may be moved between cities.
2 One resistor is automatically quelled.