Sorry, I could of documented this better...
What I did was beef up the Prophet abilities by giving it the ability to forment revolt - which historically was one of the things they ended up doing since religion was so wrapped up in early cultures. On the flipside, I took that ability away from the early Spy unit.
I did not touch the Diplomat's ability to throw a party, but I must confess that I have never tried throwing a reception during the course of a game, so I do not know what is involved. Question - is throwing a reception tied into achieving a particular advance?
For the last six months, I have not used too many stealth units in my games (which was a departure from how I had played the game in the past) so I haven't focused on fine-tuning those numbers as much as I should.
Below are all the special units and their abilities in Cradle. I am more than open to revising these numbers, and adding abilities to units, so anyone who has any input, please post them here.
ECONOMIC CLASS
-----------------------
CORPORATE BRANCH
CauseUnhappiness
CreateFranchise
- Chance 0.75
LAWYER
CanInjoin
RELIGIOUS
--------------
PROPHET
InciteRevolution
- Chance 0.2
- EliteChance 0.3
- DeathChance 0.6
CanSoothsay
CauseUnhappiness
ConvertCities
- Chance 0.6
- DeathChance 0.75
IndulgenceSales
CLERIC
CanSoothsay
CauseUnhappiness
ConvertCities
- Chance 0.
- DeathChance 0.5
IndulgenceSales
TELEVANGELIST
CanSoothsay
CauseUnhappiness
ConvertCities
- Chance 0.75
- DeathChance 0.25
IndulgenceSales
SPY CLASS
--------------
DIPLOMAT
ThrowParty
InvestigateCity
- Chance 0.5
- EliteChance 0.1
- DeathChance 0.5
PlantNuke
- Chance 0.1
- EscapeChance 0.25
StealTechnology
- RandomChance 0.2
- SpecificChance 0.1
- DeathChance 0.5
SPY
InvestigateCity
- Chance 0.6
- EliteChance 0.1
- DeathChance 0.5
PlantNuke
- Chance 0.10
- EscapeChance 0.25
StealTechnology
- RandomChance 0.35
- SpecificChance 0.25
- DeathChance 0.5
REVOLUTIONARY
InciteRevolution
- Chance 0.25
- EliteChance 0.35
- DeathChance 0.5
InvestigateCity
- Chance 0.75
- EliteChance 0.1
- DeathChance 0.5
PlantNuke
- Chance 0.25
- EscapeChance 0.25
StealTechnology
- RandomChance 0.45
- SpecificChance 0.25
- DeathChance 0.5
CYBER NINJA
InciteRevolution
- Chance 0.35
- EliteChance 0.5
- DeathChance 0.25
InvestigateCity
- Chance 0.85
- EliteChance 0.1
- DeathChance 0.25
PlantNuke
- Chance 0.35
- EscapeChance 0.5
StealTechnology
- RandomChance 0.6
- SpecificChance 0.25
- DeathChance 0.25
TERROR
----------
SLAVER
SettlerSlaveRaids
SlaveRaids
- Chance 0.6
- DeathChance 0.75
ECO RANGER
CreateParks
ECO TERRORIST
AssasinateRuler
- Chance 0.5
- EliteChance 0.7
- DeathChance 0.3
NanoTerror
- Chance 0.5
INFECTOR
BioTerror
- Chance 0.75
Plague
- Chance 0.5
BTW, I just noticed a couple of errors on my numbers...
The Elite chances for investigate cities for the Diplomats through Cyber Ninjas should be higher than 0.1.
The numbers should be 0.1 greater than the normal Chance.
If you have Cradle, you can go into CRA_units.txt and make the changes. I will also correct my files and post an update.
I'm also thinking of giving Spies the ability to attempt to assasinate rulers (as per ecoterrorist) at a reduced level, which will make them more useful.
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Last edited by hexagonian; December 19, 2001 at 13:02.
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