davidlallen
Deity
In this post and the surrounding thread we had brief discussions about new mechanics for different civs. This thread will focus on tleilaxu mechanics.
The key concepts are clones and bioweapons. For clones, one option is cloning armies of warriors or farmers; this has been done a lot. In the books it seems that making one clone is an expensive and uncertain proposition, so making an army does not seem to fit the theme. For bioweapons, there are many possibilities, but one good one is tailored plagues.
Cloning
My concept is a unit you can build which is a clone, of *any existing GP* you have encountered. Similar idea, I suppose, to the shades in FFH. A Tleilaxu city would have a lot of clone GP's. Each GP you get, including type and name, goes into a global list which is maintained for your civ. If your spies are in a city with another player's GP, their type and name goes onto the list. This represents stealing a small sample of genetic material. Ideally this should be a superspy mission, but that sdk change is relatively hard.
There would be a UB for the cloning tank, requiring a mid-game tech. Any city with the UB can build a Clone unit in their regular production queue. The AI can be forced to spend some percentage of its production on clones using python. When the unit enters the construction queue, you get a popup which lists the available GP's for which you have genetic material, and you can choose one. When the unit is done in the production queue, you have that GP available.
I am not sure I can implement a popup when the unit enters the queue. An alternate approach is to give the Clone unit an action button; when the unit is created and you push the action button, then the popup appears and the unit gets replaced with your selection. This does not exactly match the concept of growing a specific clone, but it may be close enough.
One other interesting possibility is cloning of other units besides GP. Some units, such as a tank squadron, are not really clone-able. Other units may represent a single highly skilled person; for example there is a Ginaz Swordmaster unit, and maybe some others. These units could go onto the genetic material list as well. However, it may require very careful design and implementation to get this right. Suppose a unit has certain promotions when it is "scanned" and later gets additional promotions. Which ones, if any of these promotions should appear on the cloned copy? This would need some more thought.
Plagues
Gods of Old has one kind of plague, which spreads from city to city and causes disruption of trade routes and other effects. My thought was more personal: a targeted plague which only affects units of certain civilizations. There may be many possible ways to design this; but suppose you have a UB which is a bioweapons lab. A city with this UB can produce a unit called a Plague Vector. This unit has a certain lifespan, say 10 turns, and you can associate a list of civilizations with it. This is a little undefined. For now, think of it as, "all the civs I am currently at war with". But I can see you may want to affect civilizations you aren't at war with ... yet. The limited lifespan represents the ability of other civs to come up with an antidote.
When the PV unit exists, any Tleilaxu spy will "infect" any unit of the targeted civs that it is stacked with. Probably this will happen in an enemy city. This is represented as a promotion with a lifespan and a significant negative effect, such as "-50% strength" or "-1 movement" or "cannot fortify". Any unit in contact with an infected unit also becomes infected. When the timespan of the PV unit runs out, all the promotions are removed, or have a 50% chance per turn to be removed.
Comments? Other biologically inspired havoc?
The key concepts are clones and bioweapons. For clones, one option is cloning armies of warriors or farmers; this has been done a lot. In the books it seems that making one clone is an expensive and uncertain proposition, so making an army does not seem to fit the theme. For bioweapons, there are many possibilities, but one good one is tailored plagues.
Cloning
My concept is a unit you can build which is a clone, of *any existing GP* you have encountered. Similar idea, I suppose, to the shades in FFH. A Tleilaxu city would have a lot of clone GP's. Each GP you get, including type and name, goes into a global list which is maintained for your civ. If your spies are in a city with another player's GP, their type and name goes onto the list. This represents stealing a small sample of genetic material. Ideally this should be a superspy mission, but that sdk change is relatively hard.
There would be a UB for the cloning tank, requiring a mid-game tech. Any city with the UB can build a Clone unit in their regular production queue. The AI can be forced to spend some percentage of its production on clones using python. When the unit enters the construction queue, you get a popup which lists the available GP's for which you have genetic material, and you can choose one. When the unit is done in the production queue, you have that GP available.
I am not sure I can implement a popup when the unit enters the queue. An alternate approach is to give the Clone unit an action button; when the unit is created and you push the action button, then the popup appears and the unit gets replaced with your selection. This does not exactly match the concept of growing a specific clone, but it may be close enough.
One other interesting possibility is cloning of other units besides GP. Some units, such as a tank squadron, are not really clone-able. Other units may represent a single highly skilled person; for example there is a Ginaz Swordmaster unit, and maybe some others. These units could go onto the genetic material list as well. However, it may require very careful design and implementation to get this right. Suppose a unit has certain promotions when it is "scanned" and later gets additional promotions. Which ones, if any of these promotions should appear on the cloned copy? This would need some more thought.
Plagues
Gods of Old has one kind of plague, which spreads from city to city and causes disruption of trade routes and other effects. My thought was more personal: a targeted plague which only affects units of certain civilizations. There may be many possible ways to design this; but suppose you have a UB which is a bioweapons lab. A city with this UB can produce a unit called a Plague Vector. This unit has a certain lifespan, say 10 turns, and you can associate a list of civilizations with it. This is a little undefined. For now, think of it as, "all the civs I am currently at war with". But I can see you may want to affect civilizations you aren't at war with ... yet. The limited lifespan represents the ability of other civs to come up with an antidote.
When the PV unit exists, any Tleilaxu spy will "infect" any unit of the targeted civs that it is stacked with. Probably this will happen in an enemy city. This is represented as a promotion with a lifespan and a significant negative effect, such as "-50% strength" or "-1 movement" or "cannot fortify". Any unit in contact with an infected unit also becomes infected. When the timespan of the PV unit runs out, all the promotions are removed, or have a 50% chance per turn to be removed.
Comments? Other biologically inspired havoc?