[Freeciv-Dev] Re: Example of new game mechanics
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On Tue, Oct 21, 2003 at 08:20:48AM +0000, Per I. Mathisen wrote:
> This is a showcase of what we can now do with some of our new game rules.
>
> In game rationale: Back in the dark ages, powerful rulers could use
> people's religion to serve their own ends, and one of the ways they did
> this was to instigate crusades. Paid for by wealthy and religious
> merchants, and staffed by both adventurers and religious zealots, the
> crusades were much cheaper than sending official armies.
>
> The Crusaders unit is a unique unit that costs next to nothing to build.
> Stats-wise it is a beefed up Knights unit that cannot be bribed. The
> downside is that it can only be built in cities that have Cathedrals.
Think one small peace is missing. It should only be possible that units
from that sort can attack some nations and not all.
Perhaps a nation should have religion too. Than that units would really
make sense. Don't know how many are necessary and what power you get
from the religion.
But:
Hinduism
All your people are content, you get 1 extra food from every tile but no
production bonus from the buffalo. It's not allowed to attack other
nations.
Buddhism
Atheism
Islam
The profit from bank and stock exchange are reduced by 50%. Traderoutes
increase the benefit from market places.
You can declare holy war against nations which have invaded important
cities from you.
Catholic
You can build the crusador unit. Until (1 newer tech) is researched you
get 1 gold/size from a cathedral. (selling of indulgences)
evangelic
jewish
Additional some old natural religions and we get a funny ruleset.
It would be hard to balance that out, but as long none of the religions
is too powerful, I think it would make the game more interesting.
Thomas
--
Thomas Strub *** eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.
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