Thieves and Bandits

I like the ideas. Except, does it have to be just the leader? I say if you assassinate the governor of a city, there's a chance that'll it'll go in revolt, and depending on size. Like a city with 10 pop would have 10 turns of revolt, but a city with 2 would just have two.

Snipers should work like bombard and archery barrage in DCM. They have about a two tile range (?) and can maybe auto kill a single unit in rage (just infantry or melee, not tanks or something yet). Snipers should be hard to level up, but at some point, they should be able to have promotions.

Armor Piecing Rounds I: Does 20% Damage to (anything thats not "human" like infantry, tanks and stuff, but not airplanes and ships)
Armor Piercing Rounds II: Does 40% Damage
Armor Piercing Rounds III: Does 70% Damage
Explosive Rounds I: Does 10% Damage, causes collateral damage
Explosvie Rounds II: Does 20% Damage, collateral damage
Explosive rounds III: Does 30% Damage, causes collateral damage.

As for the theives and stuff, they should work like corporations maybe. For organized crime at least, you could have an option when using a great merchant or something to build "The Mafia" or something.

You would spread the crime organization in enemy territory and make money off of it. Plus, you can hire mob units as well.

Maybe the idea would work better with terroism though, ideas?
 
Aye snipers are a military unit, don't know how I would describe them in current civ terms, perhaps they can move fast and can attack the weakest unit in a stack, they would be weak of course and receive a good attack bonus. Dunno about the fast movement, I don't want to make them totally invisible but they need some form of stealth. I also don't think it should depend on espionage, I mean a good sniper is invisible even when you know where he/she is, in which case maybe they should be strong all round. They're weakest against large numbers though, hmm, its confusing. I think giving spies assassination missions is a simple enough solution for me rather than having an assassin unit. I have mentioned spy promotions many times lately, it feels like more than half my posts I say something about it. Assassin level 1 - increase chance of success, decrease cost. Assassin level 2 - increase chance of success, decrease cost a bit more. Assassin level 3 - increase chance of success, decrease cost a bit more, allow assassinate leader. Or just make the assassinate leader mission less likely of success, presumably the leader resides in the capital, but I fully support having a leader unit which can move around to give a capital like bonus, perhaps the option to increase your leaders security, food testers, body guards, motorcade, police escort etc. just represent these as levels which you can pay a maintenance fee for, 1 gold gets food testers and decreases assassination success rate, 2 gold gets body guards (and food testers), so on and so forth.

I think that assanation chances should have more to do with espionage points, not 2 gold for a food tester.
 
One thing I really hate is when you disband units they basicly commit suicide. For privateres when you disband them they should have a chance of turning into a barbarian pirate ship. This way it makes it harder to tell exactly who sent in the ship. Of corse they sould still be labled exactly the same to cause lots of confusion. To combat pirates a new unit would have to be made thats anti pirate. perhaps to keep them to the coast the unit would be week but have a bonus aganst pirates. it would also have 2x movement in open occean but slow on coast. This would totaly make pirates stay more on coast areas like the carabean or around indonesia. Of corse almost all pirate activity is already on the coast in the game I just dont want to see any pirates hanging out near japan where they definetly wouldn't be in real life. Now that I think about it there are still pirates down by indonesia. perhaps a modern pirate unit shoud be offered to barbarians by not as privateres to players.
 
I think that assanation chances should have more to do with espionage points, not 2 gold for a food tester.

I was suggesting a way to increase the cost of an assassination attempt, or reduce the chance of success, I was trying to make espionage deeper, and allow people to defend themselves.
 
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