Specialists as civilization customization agent

ShadowWarrior

Prince
Joined
Jun 7, 2001
Messages
382
The idea I have is to use specialists as ways to customize our civilization as well as to use it to provide greater strategic variety.

Each city improvement (granary, banks, light house, etc) will have the ability to accumulate "experience points" similar to the military units.

However, to accumulate "experience points", at least one specialist must be assigned to whichever improvement I want the accumulation to happen.

One specialist will gain a fixed amount of experience points per turn (lets say two). Two specialists will then gain 4 points per turn. The more specialists one place in an improvement, the faster the points accumulate.

When the required number of points have been accumulated, the improvement experiences an upgrade which provides it with some extra abilities.

For example, a granary, when upgraded for the first time, may gain two extra food for each internal food trade route in which its city is the receiving end. During the second upgrade, a granary might be able to add one more food to each worked fish tile. But this probably should be a light house upgrade.

The first upgrade to a city wall may allow its city to attack twice, providing that the city is garrisoned by a ranged unit.

The first upgrade to a library may produce one gold for every five beakers that this city generates, IF THIS CITY IS THE STARTING POINT OF AN INTERNATIONAL TRADE ROUTE. Additional trade routes, however, will not increase gold production.

The first upgrade of a barrack will increase the hit points of all archer units produced in this city.

Another upgrade for the library could be that all city improvements in the same city as the library accumulates experience points at a rate of 3 points per specialist instead of the normal 2.

To add some randomness to this game, thereby increasing the game's re-playability, I think the upgrades should be different for the same improvements located in different cities. For example, when upgraded, City A marketplace improvement may offer increased trade route gold. But in city B, an upgraded marketplace may, instead, increase gold yield from the current 25 percent to 50 percent.

Also, you would never know what kind of upgrade you will get for each improvement between each game. In one game, library may have an upgrade that is simply not available in a different game. This randomness should provide an interesting strategic novelty for each game that one plays.
 
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