Terrorists and assassins

Corinthian

Something odd about this.
Joined
Feb 27, 2002
Messages
31
Is there any way that the terrorist unit can be limited to a particular government type? As it is, I really don't think that a democracy would make use of a suicide fighter.

As it is, I've limited their availability to civs with Religeous as an attribute, but It's still a bit dodgy.

Also I've added some new rules to assassins. Basically I've modelled on the original assassin cult, as derived from the word 'hashish' (yes, the stuff you smoke). Basically the original assassins used drugs in rituals that conditioned their minds, making them formidable fanatic warriors. The Japanese also used such rituals in their assassin temples. As well as the ninja, there were various cults that functioned as powerbrokers to the feudal lords.

The prerequesite for assassins should be feudalsim, as this complicated power system made covert activities all the more neccesary. Also, the assassins first really cropped up (or were encountered) at the time of the crusades.

Silk, Iron, and Insense (drugs) should be prerequesites. Silk because it was used in clothing (it's great against arrows and bolts), and used to make lightweight ropes.
 
I think terrorists should be the barbarians of the future, capable of destroying city improvments or sabotaging production.
 
I made a terrorist unit with a bombard ability like a cruise missile with a small defensive value and set them as the advanced barbarian unit. Unfortunately, the computer never used them the way I intended. Instead of bombarding my cities, they just sat on the barbarian camps as defenders. Rather disappointing experiment.
 
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