There was speculation about this in another thread, but as that thread was exceedingly long, I decided to start a new one.
What new unique civ abilities could there be that would merit inclusion in an expansion pack?
Suggestions (some mine, some lifted from other thread):
1-Agricultural: city centre square produces +1/+2/+3 food for town/city/metropolis.
2-Artistic: cities celebrating "we love the king day" produces +2 culture/turn
3-Maritime: ships treat ocean and sea squares as roads (1/3 Movement cost); 1 ship / harbor free.
4-Adventurous: settlers and workers have 2 Movement instead of 1.
5-Xenophobic: citizens nearly immune to cultural assimilation. Units always promoted (regular/veteran/elite) after killing enemy units. May not capture cities of 50% foreign citizens or more, these are always razed.
6-Colonist: settlers cost 25% fewer shields; cities on separate continents may enjoy "continental" effects if connected by harbors.
7-Pioneering: Waste penalty for distance from capital greatly reduced.
8-Urban: 1/2/3 buildings have no maintenance cost per town/city/metropolis (most expensive first). Aqueducts/Hospitals produce 1/2 content faces.
9-Sacrificial: each sacrificed citizen produces 2x normal shields. All gov't types sacrifice as their hurry method.
10-Pacifist: all your units may retreat as fast units do, fast units have improved die roll to retreat. Opponents' fast units also have improved die roll to retreat from combat against you. Defensive units cost 25% less.
Thoughts?
-GentleRiser
What new unique civ abilities could there be that would merit inclusion in an expansion pack?
Suggestions (some mine, some lifted from other thread):
1-Agricultural: city centre square produces +1/+2/+3 food for town/city/metropolis.
2-Artistic: cities celebrating "we love the king day" produces +2 culture/turn
3-Maritime: ships treat ocean and sea squares as roads (1/3 Movement cost); 1 ship / harbor free.
4-Adventurous: settlers and workers have 2 Movement instead of 1.
5-Xenophobic: citizens nearly immune to cultural assimilation. Units always promoted (regular/veteran/elite) after killing enemy units. May not capture cities of 50% foreign citizens or more, these are always razed.
6-Colonist: settlers cost 25% fewer shields; cities on separate continents may enjoy "continental" effects if connected by harbors.
7-Pioneering: Waste penalty for distance from capital greatly reduced.
8-Urban: 1/2/3 buildings have no maintenance cost per town/city/metropolis (most expensive first). Aqueducts/Hospitals produce 1/2 content faces.
9-Sacrificial: each sacrificed citizen produces 2x normal shields. All gov't types sacrifice as their hurry method.
10-Pacifist: all your units may retreat as fast units do, fast units have improved die roll to retreat. Opponents' fast units also have improved die roll to retreat from combat against you. Defensive units cost 25% less.
Thoughts?
-GentleRiser
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