So basically, this is a concept that starts in the year 1492, and several historical colonial nations must battle for supremacy in an epic showdown. There are also playable Native American tribes, which are much more difficult but also very fun to play as.
Special Mechanics:
Explorers (Europeans only): Explorers are basically mega-buffed scouts, and each European nation has a historical set of them that they can recruit. Each European nation also starts with one explorer. Explorers can be sent on missions to explore a specific area, such as Greenland, Caribbean, Bermuda, etc.
Medicine Men (Natives only): Medicine Men are special units recruitable by all native nations. They can be used to find unguarded explorers and kill them, every time they do that you get a lump sum of gold. However, medicine men are vulnerable to conquistadors (more on them later) and can be killed.
Conquistadors (Europeans only): Conquistadors, previously only available to Spain are now available to all nations. They can kill medicine men, do a trade with natives (giving both sides some gold) and be attached to an explorer to protect them from medicine men.
Guides (Natives only): Guides are recruitable by all native nations. They are able to trade, like conquistadors can, and can also be attached to medicine men to prevent them from being killed. Guides have less combat strength than conquistadors (5 less) but more movement points (2+.)
Misc: Map of Western Europe, the Atlantic and americas (americas can be randomized or kept historical,) and There is a new action, known as “form colonial nation,” which creates a fully loyal city-state like entity in cities you have selected. Technology is much slower to advance due to the turns being less extended, and city states already exist and cannot be removed from the game. Natives have a different military system, shown later in the concept.
Nations:
Great Britain
Charles II
Ability: Rule; Britannia!
All naval units have 1+ combat strength and enemy raider ships (known as pirates in this scenario) have 15% less strength on you.
Starting Cities: London, Liverpool
Spain
Isabella I
Ability: Colonial Viceroyalties
Colonial nations that are formed provide 20%+ income to you. Conquistadors have 2+ combat strength.
Starting Cities: Madrid, Seville
Portugal
Prince Henry
Ability: Spice Trade
All luxury resources provide 1+ of its yield to you. Explorers have 1+ movement.
Starting cities: Lisbon, Porto
France
Cardinal Richelieu
Ability: L’etat cest la moi
Cities overseas are 50% less prone to loyalty pressure. 10%- production cost on all buildings overseas.
Cities: Paris, Bayonne
Netherlands
William of Orange
Ability: United Provinces
Trading routes provide 3+ gold to you. All coastal cities automatically start with a harbor.
Cities: Den Haag, Amsterdam
Kalmar Union
Erik von Pomerania
Ability: 3 Crowns
Captured cities require 10%- production to construct buildings. Enemy capital defenses are 5% weaker against Kalmar troops.
Cities: Kalmar, København
Iroquois
Hiawatha
Ability: Confederacy of 7
10%+ to trade yields in trade routes with native nations. 1+ movement point for guides.
Cities: Fort St. Sault D’Marie
Aztec
Montezuma II
Ability: Atlepl
Start with 1 envoy in all city states. When you reach 3 envoys in a city state, you receive a lump sum of gold.
Cities: Tenochtitlan
Maya
Pacal II
Ability: The Sun God awaits
Holy sites produce 1+ Faith per turn. All Mayan missionaries have 3+ theological combat.
Cities: Chichen Itza
Apache
Geronimo
Ability: Never Give In
Gain 1+ combat strength when fighting against European nations. All Medicine Men have 1+ movement point.
Cities: Alberquerque
Inca
Huyana Capac
Ability: Sapa Inca
Conquistadors have 1- combat strength when fighting against Incas. Incan farms provide 1+ food per turn.
Cities: Cusco
Mapuche
Galvarino
Ability: Breaking the Shackles
Explorers cannot be defended by conquistadors inside Mapuche territory. All conquistadors have -1 movement point inside Mapuche territory.
Cities: Montevideo
City States:
Powhatan (Military)
Cherokee (Religious)
Muisca (Economic)
Inuit (Production)
Tikal (Scientific)
Huron (Cultural)
Zapotec (Military)
Carib (Production)
Trinidad (Economic)
Victory:
For Europeans:
Have at least 2 cities in each colonial theatre (which are Canada, Plains, East Coast, Mesomerica, Yucatán, Colombia, Andes, Carribean, Bermuda) and have no other nations that meet this criteria
For Natives:
Have at least 5 cities and have defeated at least one colonial nation and one native nations while having at least 1000 Faith with no other existing native nations meeting this criteria.
Special Unit system for Natives:
Natives have Classical Era troops. However, every time they encounter a new European power, ally with one, gain suzerainity of a city state or create a city they gain “combat technology.” The higher the combat technology is the stronger native troops are. Once it reaches 100% they will be at the same strength as Europeans. Also, natives can only construct post-medieval era buildings after encountering at least 3 European powers.
Game is 1492 (Columbus discovers America)-1776 (Beginning of American Revolution) MAX. 1 turn=1 year