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PresidentMike
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United States
Oct 1999 time: 00:21
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Terrorists infiltrate across international borders, wreaking chaos and devastation in an enemy's heartland. Supplied and funded by an intelligence agency, they are capable of performing a wide range of missions. Terrorists can destroy roads, railroads, mines and irrigation, capture workers and settlers, attack military units, destroy city improvements, and kill a city's inhabitants. They are difficult for a conventional military to combat, and the covert nature of their operations makes it all but impossible to "prove" who is sponsoring them. Foreign governments may suspect, but that's all they can do. Terrorists provide a cheap and safe way of harassing an enemy.
Prerequisite: Espionage
Shield Cost: 15
Movement: 2
Attack: 2
Defense: 2
Bombardment: 6 (mortar attacks, car bombs, etc.)
Range: 1
Rate of Fire: 2
Unit Abilities
All terrain as roads
Hidden Nationality
Special Actions
Load
Bombard
Pillage
AI Strategies
Offense
Artillery
Other Ideas
There needs to be a way to reveal a terrorist's true nationality. Perhaps when the military destroys a terrorist unit there is a chance it's nationality will be revealed. Or perhaps "reveal terrorist operation" could become an espionage mission.
Terrorists also should fit into the game's diplomacy somehow. "Cease your terrorist activity or I will declare war."
Finally, city improvements and governments should have an impact on the terrorist unit. It would be harder for a democracy to identify a terrorist's true nationality, owing to the free and open nature of the government; the opposite would be true for a communist government. Police stations and courthouses may also have an impact on identifying and/or stopping terrorists.
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n8mac
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Nice idea. The game needs more special units to stir things up, but I have a different view of terrorists.
Terrorists are planted in cities of their choice (preferably those large cities in the enemies heartland) and stay there until they strike. So the unit should appear from the targeted city if successfully planted.
Terrorists generally kill themselves or flee the scene, not stay and fight like the military, so they will only last for one turn and their gone.
The terrorist would appear in the city on the turn after being planted and you would then have a choice of
1. taking a chance and blowing up a city improvement (if not successful then two movements taken away and cannot repeat)
2. spying and revealing city (end of unit)
3. or moving out of the city and taking over workers and blowing up land improvements. If you choose this way and move out of the city you have 4 moves to cause havock. Remember that taking out a worker or destroying an improvement takes a turn. The terrorist can continue to attack until the last move is over and the unit disappears.
The attacked civ will have a small chance of finding the guilty civ. If the targeted city had a police station and/or courthouse the chances would increase in that civs favor. The world would look unfavorably to the guilty civ if exposed. If discovered you cannot use terrorist on that civ until you make peace because the terrorist would be exposed.
Attack: 1
Defense: 0
Movement: 4
Rate of fire: 4
Its another way of looking at terrorists. Lots of possible methods, but must be different than conventional units. Should be introduced.
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