Bad Player
Deity
So I've got a basic design plan for a scenario in mind and I'm in the design/brainstorming stage of things. There are a few unique/unusual components to the scenario design; one of them being that the scenario asks you a lot of minor events in which you can take the easy ways (but corrupt yourself) or take the hard way (and not corrupt yourself).
Anyway I need to think of all of the possible things I can play around with in the game to help or hinder the (initially at least, Bannor) player. So far I have thought of:
Anyway I need to think of all of the possible things I can play around with in the game to help or hinder the (initially at least, Bannor) player. So far I have thought of:
- science
- culture
- wealth
- military (units)
- alliances
- access to banned technologies
- free unit promotions
- access to resources
- access to banned civics
- cheaper building costs
- tile improvements
- building bonuses
- happiness + unhappiness
- diplomatic bonuses
- religion spread