Requesting Community ideas on Citizen Promotions

Hi All,

This is a request from one of the modders for GalCiv3 for help in making some new promotions for Crusade Citizens. Some of you will remember me from the Colonization Events request thread. This was very successfull we managed to add 26 new colonization events. lets see if we can beat that for Citizen Promotions!

Please post your ideas for citizen promotions here with the following information:

1. Citizen the promotion is for.
2. Effect of the promotion.
3. Weather it kills the unit or gives a set druation or permenant reward.
4. Cost of the promotion (Resources).

5. Name of the promotion.

11,459 views 9 replies
Reply #1 Top

Mechanic

Increase ship range +1

Permanent

1 Techapod or whatever resource is connected to ship range

Reply #2 Top

 

Not near as creative as you, but here are some ideas, without details )left to you)

Ministers of x- add  ideology points/ turn (lives) ; add one time boost to ideology x (retires)

Privateer promotion- upgrades  current ship, Privateer Commander/Admiral (for Privateer fleets)

Commander/Admiral – upgrade current ship & either based on improved static blueprint  or current tech levels,  add extra experience/HP/..  or range to fleet

Workers/engineers/scientist – boos/add a planet  buff ;  boost planet sensor range;  make a precursor component available (ship or planet) ; boost a parameter )range,mfg, mining ..) on all starbases ; a level promotion

Leaders/Admins- add a planet buff; terraform a tile

Farmer- one shot boos to food

Spy- instantly steal a tech

Reply #3 Top


Mechanic

Increase ship range +1

Permanent

1 Techapod or whatever resource is connected to ship range
End of quote

Great idea.

I'd add 10 promethium too since promotions usually use more than 1 resource type.

Isn't range increase a percentage (ie +10%, etc)?

Reply #4 Top

At some point, it would great to have second and  third tier promotions (DLC maybe) for Citizens.  Ie Commander ===>Admiral===>(second tier promotion) ===>(third tier promotion) with each successive promotion costing exponentially more cash and resources.

Reply #5 Top

Quoting Moser_Alchemist, reply 3

Isn't range increase a percentage (ie +10%, etc)?

End of Moser_Alchemist's quote

It can go both ways. A lot of game values operate this way in GalCiv III

Reply #6 Top

1. General

2. +5% to resistance at government or +30% to defense on planet

3. Permanent

4. 10 promethium 500 credits 1 Thulium

5. Elite General

Reply #7 Top

Great thread! My thoughts--and I'm not sure if all (or any) of these will work or if they've already been done (I haven't had a chance to do much promoting):

  1. Scientist (or Farmer)
  2. Colonize dead planet
  3. Probably needs to "retire" the unit--though the effect would be permanent
  4. Lots of Monsatium (20?) and lots of credits (5,000?)
  5. Terraforming Specialist

And similarly...

  1. Scientist (or Farmer)
  2. Adds 2 or 3 tiles to a current planet's class
  3. Maybe retire the unit or, if only a +1 to planet class, maybe keep the unit what it was pre-promotion (i.e., it becomes an ability more than a promotion)
  4. Again, lots of Monsatium (maybe 15 if a one time promotion or 10 if more of an ability) and some credits, Precursor Nanites, or some other resource.
  5. Colony Planner (?) (like a city/urban planner)

And another...

  1. Admiral (or Commander)
  2. Creates a special constructor whose resultant starbase has bonuses to HP, attack (%), defense (%), range, etc.
  3. Not sure what happens to the unit if the ship turns into a starbase...
  4. Durantium (10), Xanthium (10), and probably some other resources, depending on how epic the starbase was... and credits (2,500?)
  5. Starbase Commandant
Reply #8 Top

General

25% reduction to cost of legions on assigned planet (1 per planet)

10 prometheon, Military Academy must be present on planet

Academy Commandant

 

Reply #9 Top

Entrepreneur

3% Increase in Trade Revenue Global or 30% increase to assigned planet

10 Helios Ore

Merchant