I was wondering if there were any plans to improve hidden nationality units. As it stands right now, they lack flavor, and aren't very effective. You can use them to scout rival territory, and harass an ally or enemy you are not at war with, but you can also be expected to be attacked by anything, and often everything, nerby. You cannot pillage improvements, you cannot capture or raise cities. for pirates, this hardly seems like piratical behavior to me.
Here are a few suggestions i have for them.
1)allow hidden nationality ships a chance to turn any vessel they defeat into a pirate(like civ 3 i believe) or more preferably, capture it and make it a hidden nationality unit(so a frigate becomes a hidden nationality frigate, not a pirate) for this to work, you'd have to make the chance fairly low, then give the lunan boarding parties a much much bigger chance to justify their existance. or else, instead of giving control of the new unit to the owning nation, have it become a barbarian, This would also emphasize the danger of using pirates, as you could very quickly flood your own seas with pirates not under your control.
There are, however some problems that would need to be addressed with this idea, the barbarian you just created could immediately kill your pirate. And pirates would be useless against stopping barbarians unless they declared their nationality(which is actually realistic, in my oppinion)
2) for any ship destroyed by a hidden nationality ship, grant a small sum of gold to the nation which owned the pirate, based on the type of ship, to symbolize captured cargo, or the sale price of the captured ship, or ransoms for the captain and crew(if ransoms for the crew are used, extra gold for any promotions would be a nice touch), etc. This could also be applied to land units.
if it were considered a ransom, barbarians could not be expected to pay, and therefore, if used with 1) listed above, you would get money when you first took the ship from another nation, but when you tried to cheat and take the barbarian you created several times, you'd get nothing.
Also, if its a ransom, the unit should be stripped of all promotions.
3)allow hidden nationality units to pillage improvements, but reduce the amount of gold you get for the pillage, after all, the mercenaries will keep most for themselves.
4)if a hidden nationality unit, like a mercenary, kills all the defenders of a city, allow the unit to occupy it. while occupied, the city remains loyal, etc, to its owning empire, but will not generate taxes or science, instead a small chunk of the gold the city would normally generate is given to the empire which owns the mercenary. The merc should get reduced, or no defensive bonuses, and maybe take per turn damage from resisting populations.
5) allow hidden Nat units(land or sea) within a city radius, to have a chance of siezing the gold of any and all trade routes that city has, with a portion going to the owner of the h-nat unit.
6) instead of allowing hidden nationality units to pillage tiles, allow them to sieze the income of any tiles worked in their radius, with a portion going to the owner of the h-nat. Converting food and production from the tile to an appropriate amount of gold as well.
Just a few suggestions, comments appreciated.
Here are a few suggestions i have for them.
1)allow hidden nationality ships a chance to turn any vessel they defeat into a pirate(like civ 3 i believe) or more preferably, capture it and make it a hidden nationality unit(so a frigate becomes a hidden nationality frigate, not a pirate) for this to work, you'd have to make the chance fairly low, then give the lunan boarding parties a much much bigger chance to justify their existance. or else, instead of giving control of the new unit to the owning nation, have it become a barbarian, This would also emphasize the danger of using pirates, as you could very quickly flood your own seas with pirates not under your control.
There are, however some problems that would need to be addressed with this idea, the barbarian you just created could immediately kill your pirate. And pirates would be useless against stopping barbarians unless they declared their nationality(which is actually realistic, in my oppinion)
2) for any ship destroyed by a hidden nationality ship, grant a small sum of gold to the nation which owned the pirate, based on the type of ship, to symbolize captured cargo, or the sale price of the captured ship, or ransoms for the captain and crew(if ransoms for the crew are used, extra gold for any promotions would be a nice touch), etc. This could also be applied to land units.
if it were considered a ransom, barbarians could not be expected to pay, and therefore, if used with 1) listed above, you would get money when you first took the ship from another nation, but when you tried to cheat and take the barbarian you created several times, you'd get nothing.
Also, if its a ransom, the unit should be stripped of all promotions.
3)allow hidden nationality units to pillage improvements, but reduce the amount of gold you get for the pillage, after all, the mercenaries will keep most for themselves.
4)if a hidden nationality unit, like a mercenary, kills all the defenders of a city, allow the unit to occupy it. while occupied, the city remains loyal, etc, to its owning empire, but will not generate taxes or science, instead a small chunk of the gold the city would normally generate is given to the empire which owns the mercenary. The merc should get reduced, or no defensive bonuses, and maybe take per turn damage from resisting populations.
5) allow hidden Nat units(land or sea) within a city radius, to have a chance of siezing the gold of any and all trade routes that city has, with a portion going to the owner of the h-nat unit.
6) instead of allowing hidden nationality units to pillage tiles, allow them to sieze the income of any tiles worked in their radius, with a portion going to the owner of the h-nat. Converting food and production from the tile to an appropriate amount of gold as well.
Just a few suggestions, comments appreciated.