Introduction
This is meant as a discussion of two principal aspects of the game: what units should appear in the game, and the effects of the various unit attribute flags.
Of secondary importance is finding a way to integrate unit statistics with whatever copmbat method is chosen; it is generally agreed that balancing stats will depend a lot on how combat (stacked vs 1:1 vs other) is implemented.
Summary
One recurring theme across the various lists for each generation of civ was for a unit workshop, similar to smac. I believe this would be bad for civ. While it could reflect the historical rang eof units if constrained with a uitably detailed complex ruleset, this rulset would be unreasonably complex for a game, forcing an extra level of management. In addition, it would make it extremely hard to mod the graphics, and all but impossible to create mods with fantasy units.
Most people agree that civ3 had far too few units in the game. The big jumps in the capabilities at each critical tech gave an overwhelming advantage to teh tech leader, as well as giving a somewhat disjointed view of history.
With assymetric units, there is clearly a strong desire for these functions to be implemented. The main debate is on whether or not units are the best means of implementing these functions. This a decision that should be made on a group by group basis. There is very little desire for religious units or lawyers, but worker functions are evenly split on whether units are the best method to put them in the game.
Related Threads
http://apolyton.net/forums/showthrea...hreadid=108092 Civ 4 idea: Armies instead of units
http://apolyton.net/forums/showthrea...hreadid=103349 Stacked vs Single Unit Combat - The Battle Continues
http://apolyton.net/forums/showthrea...hreadid=120551 Some sort of unit design allowed?
http://apolyton.net/forums/showthrea...hreadid=103717 Civ4 Units
Table of Contents
1.0 Unit Flags
2.0 Miscellaneous Thoughts
2.1 Unique Units for different civs
2.2 Stacked movement and combat
2.3 Require buildings to make units
2.4 either/or unit
2.5 Flavour units
2.6 No Cruise Missiles
2.7 Mobility for special forces and spies
2.8 Unit strengths/weaknesses
2.9 Sea Combat and Transport
2.10 Loyalty
3.0 (placeholder for Elias' notes)
4.0 (placeholder for list of unit abilities and flags)
5.0 Units
5.1 Foot Units
5.1.1 Offensive Infantry
5.1.2 Defensive Infantry
5.1.3 Primitive Missile Infantry
5.1.4 Advanced Missile Infantry
5.1.5 Aquatic Infantry
5.1.6 Airbourne Infantry
5.1.7 Other Specialist Combat Infantry
5.1.8 Heavy Weapons Infantry
5.2 Mounted and Seige Units
5.2.1 Melee Cavalry
5.2.2 Missile Cavalry
5.2.3 Exotic Cavalry
5.2.4 Mechanised
5.2.5 Assault Vehicles
5.2.6 Primitive Artillery & Seige
5.2.7 Advanced Artillery & Seige
5.2.8 AA guns
5.3 Air Units
5.3.1 Floating Units
5.3.2 Fighters
5.3.3 Bombers
5.3.4 Missiles
5.4 Sea Units
5.4.1 Ancient Sea
5.4.2 Medieval
5.4.3 Age of Sail
5.4.4 Age of Steam
5.4.5 Age of Oil
5.4.6 Age of Rocketry
5.5 Assymetric Units
5.5.1 Diplomacy
5.5.2 Espionage and Dirty Tricks
5.5.3 Trade
5.5.4 Economic Warfare
5.5.5 Slavery
5.5.6 Religion
5.5.7 Settlers & Workers
5.9 Satellite units
The Ideas
Organized by: Lajzar
2.1 Unique Units for different civs
The first civ to discover a Unique Unit tech (like Iron Working) would have the option of activating that unique unit or not. If they did, then their one and only UU in the game would be Legion or what have you, and no other civ could claim it. If they decided not to take it, then the second civ to discover Iron Working would have the option and then the third Civ and so on, and Civ A could hold out for a UU further up the tech tree.
--bisonbison
2.2 Stacked movement and combat
Many people want this
2.3 Require buildings to make units
Certain units should require a specific city improvement to be present before the unit can be built. This was first seen in Master of Magic.
--me
2.4 either/or unit
Certain techs release 2 or more units, and the player chooses which unit is released when he receives the tech; he can never build the other unit. Possibilities are longbowyer/crossbowmen, ironclad/monitor, and forcing specialisation in a particular kind of spy unit. In some cases, a later tech might allow another unit from that grouping to be released.
--me
2.5 Flavour units
Let different culture groups have functionally identical units that are different in appearance and name. So only Europeans build knights and crusaders, for example
--Fosse
The flavour units should have different abilities, names, and graphics.
--Sandman
In a unit workshop model, civ specific units could be implemented by giving civ-specific bonueses when certain broad classes of units are designed. Romans get a bonus with heavy infantry, US aircraft get range and attack bonuses, UK ships get speed and morale bonuses, Germans get morale and offensive bonuses for infantry, Mongols get such bonuses for cavary, Sioux get attack bonuses for light cav. and mounted archers so forth. This makes each civ's preferred method of combat slightly different.
--GePap
In a UW model, Instead of UUs one could have unique technology like Persian elephants, Polynesian navigation (imagine navigating from Hawaii to Tahiti without any conventional navigation tech), American supercarrier "chassis", etc.
--Tall_Walt
2.6 No Cruise Missiles
Cruise missiles should not be a seperate buildable unit. Once researched, the cruise missile ability should simply be available to a selection of units. Possibly you should have to make a doctrinal choice in order to make full use of them.
--[attribution lost]
2.7 Mobility for special forces and spies
It would be nice if spies and special forces units could travel in submarines.
--Sandman
Spies should also have the airdrop order once the appropriate tech is researched.
--me
2.8 Unit strengths/weaknesses
In Civ2, pikemen were twice as powerfull against mounted units as other unit. This was removed in Civ3, for no good reason. I believe the idea is sound enough, but I also believe it could be refined further. If some of you have played Panzer General series by SSI, you might know what I mean. Example, you don't roll to cities with tanks, if you're smart, infantry is more effective. AT unit is effective in defence against tanks, but not very effective in offence.
--Tattila the Hun
SMAC also had some of this implemented, so fast units were more effective in open terrain, and infantry had a bonus against cities.
-me
2.9 Sea Combat and Transport
If a "marine" unit attacks a ship, it should have a chance to capture it, if it first manages to defeat any transported infantry. Most age of sail ships should be able to carry a single "marines" unit.
Different units take different amounts of transport spaces. "marines" take 1, regular infantry 2, cavalry 4, vehicles 4 or more. This allows for ships to have space for marines but not other units.
--Tall Walt
I like that, much better than one ship getting sunk with all units on board.
--La Diva
2.10 Loyalty
Military units created in cities with foreign citizens might become of foreign nationality, and might not be as patriotic.
--La Diva
3.0 (placeholder for Elias' notes)
4.0 (placeholder for list of unit abilities and flags)
(insert list of units here)
5.9 Satellite units
Drop the apollo/reveal map wonder. Instead, have the following units:
Spy Satellite - reveals map on a specified large area for 20-30 turns
Research satellite - provides science points
Commerce satellites - find special resources, more effiient special resources
TV satellites - spread culture
--Laszlo
This is meant as a discussion of two principal aspects of the game: what units should appear in the game, and the effects of the various unit attribute flags.
Of secondary importance is finding a way to integrate unit statistics with whatever copmbat method is chosen; it is generally agreed that balancing stats will depend a lot on how combat (stacked vs 1:1 vs other) is implemented.
Summary
One recurring theme across the various lists for each generation of civ was for a unit workshop, similar to smac. I believe this would be bad for civ. While it could reflect the historical rang eof units if constrained with a uitably detailed complex ruleset, this rulset would be unreasonably complex for a game, forcing an extra level of management. In addition, it would make it extremely hard to mod the graphics, and all but impossible to create mods with fantasy units.
Most people agree that civ3 had far too few units in the game. The big jumps in the capabilities at each critical tech gave an overwhelming advantage to teh tech leader, as well as giving a somewhat disjointed view of history.
With assymetric units, there is clearly a strong desire for these functions to be implemented. The main debate is on whether or not units are the best means of implementing these functions. This a decision that should be made on a group by group basis. There is very little desire for religious units or lawyers, but worker functions are evenly split on whether units are the best method to put them in the game.
Related Threads
http://apolyton.net/forums/showthrea...hreadid=108092 Civ 4 idea: Armies instead of units
http://apolyton.net/forums/showthrea...hreadid=103349 Stacked vs Single Unit Combat - The Battle Continues
http://apolyton.net/forums/showthrea...hreadid=120551 Some sort of unit design allowed?
http://apolyton.net/forums/showthrea...hreadid=103717 Civ4 Units
Table of Contents
1.0 Unit Flags
2.0 Miscellaneous Thoughts
2.1 Unique Units for different civs
2.2 Stacked movement and combat
2.3 Require buildings to make units
2.4 either/or unit
2.5 Flavour units
2.6 No Cruise Missiles
2.7 Mobility for special forces and spies
2.8 Unit strengths/weaknesses
2.9 Sea Combat and Transport
2.10 Loyalty
3.0 (placeholder for Elias' notes)
4.0 (placeholder for list of unit abilities and flags)
5.0 Units
5.1 Foot Units
5.1.1 Offensive Infantry
5.1.2 Defensive Infantry
5.1.3 Primitive Missile Infantry
5.1.4 Advanced Missile Infantry
5.1.5 Aquatic Infantry
5.1.6 Airbourne Infantry
5.1.7 Other Specialist Combat Infantry
5.1.8 Heavy Weapons Infantry
5.2 Mounted and Seige Units
5.2.1 Melee Cavalry
5.2.2 Missile Cavalry
5.2.3 Exotic Cavalry
5.2.4 Mechanised
5.2.5 Assault Vehicles
5.2.6 Primitive Artillery & Seige
5.2.7 Advanced Artillery & Seige
5.2.8 AA guns
5.3 Air Units
5.3.1 Floating Units
5.3.2 Fighters
5.3.3 Bombers
5.3.4 Missiles
5.4 Sea Units
5.4.1 Ancient Sea
5.4.2 Medieval
5.4.3 Age of Sail
5.4.4 Age of Steam
5.4.5 Age of Oil
5.4.6 Age of Rocketry
5.5 Assymetric Units
5.5.1 Diplomacy
5.5.2 Espionage and Dirty Tricks
5.5.3 Trade
5.5.4 Economic Warfare
5.5.5 Slavery
5.5.6 Religion
5.5.7 Settlers & Workers
5.9 Satellite units
The Ideas
Organized by: Lajzar
2.1 Unique Units for different civs
The first civ to discover a Unique Unit tech (like Iron Working) would have the option of activating that unique unit or not. If they did, then their one and only UU in the game would be Legion or what have you, and no other civ could claim it. If they decided not to take it, then the second civ to discover Iron Working would have the option and then the third Civ and so on, and Civ A could hold out for a UU further up the tech tree.
--bisonbison
2.2 Stacked movement and combat
Many people want this
2.3 Require buildings to make units
Certain units should require a specific city improvement to be present before the unit can be built. This was first seen in Master of Magic.
--me
2.4 either/or unit
Certain techs release 2 or more units, and the player chooses which unit is released when he receives the tech; he can never build the other unit. Possibilities are longbowyer/crossbowmen, ironclad/monitor, and forcing specialisation in a particular kind of spy unit. In some cases, a later tech might allow another unit from that grouping to be released.
--me
2.5 Flavour units
Let different culture groups have functionally identical units that are different in appearance and name. So only Europeans build knights and crusaders, for example
--Fosse
The flavour units should have different abilities, names, and graphics.
--Sandman
In a unit workshop model, civ specific units could be implemented by giving civ-specific bonueses when certain broad classes of units are designed. Romans get a bonus with heavy infantry, US aircraft get range and attack bonuses, UK ships get speed and morale bonuses, Germans get morale and offensive bonuses for infantry, Mongols get such bonuses for cavary, Sioux get attack bonuses for light cav. and mounted archers so forth. This makes each civ's preferred method of combat slightly different.
--GePap
In a UW model, Instead of UUs one could have unique technology like Persian elephants, Polynesian navigation (imagine navigating from Hawaii to Tahiti without any conventional navigation tech), American supercarrier "chassis", etc.
--Tall_Walt
2.6 No Cruise Missiles
Cruise missiles should not be a seperate buildable unit. Once researched, the cruise missile ability should simply be available to a selection of units. Possibly you should have to make a doctrinal choice in order to make full use of them.
--[attribution lost]
2.7 Mobility for special forces and spies
It would be nice if spies and special forces units could travel in submarines.
--Sandman
Spies should also have the airdrop order once the appropriate tech is researched.
--me
2.8 Unit strengths/weaknesses
In Civ2, pikemen were twice as powerfull against mounted units as other unit. This was removed in Civ3, for no good reason. I believe the idea is sound enough, but I also believe it could be refined further. If some of you have played Panzer General series by SSI, you might know what I mean. Example, you don't roll to cities with tanks, if you're smart, infantry is more effective. AT unit is effective in defence against tanks, but not very effective in offence.
--Tattila the Hun
SMAC also had some of this implemented, so fast units were more effective in open terrain, and infantry had a bonus against cities.
-me
2.9 Sea Combat and Transport
If a "marine" unit attacks a ship, it should have a chance to capture it, if it first manages to defeat any transported infantry. Most age of sail ships should be able to carry a single "marines" unit.
Different units take different amounts of transport spaces. "marines" take 1, regular infantry 2, cavalry 4, vehicles 4 or more. This allows for ships to have space for marines but not other units.
--Tall Walt
I like that, much better than one ship getting sunk with all units on board.
--La Diva
2.10 Loyalty
Military units created in cities with foreign citizens might become of foreign nationality, and might not be as patriotic.
--La Diva
3.0 (placeholder for Elias' notes)
4.0 (placeholder for list of unit abilities and flags)
(insert list of units here)
5.9 Satellite units
Drop the apollo/reveal map wonder. Instead, have the following units:
Spy Satellite - reveals map on a specified large area for 20-30 turns
Research satellite - provides science points
Commerce satellites - find special resources, more effiient special resources
TV satellites - spread culture
--Laszlo
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