Announcement

Collapse
No announcement yet.

Improvement(s) requirement for building units, how hard to impliment in a patch?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Improvement(s) requirement for building units, how hard to impliment in a patch?

    Explanation:

    Have wanted to see this in the editor to reflect the increasingly large infrastructure required to enable/support modern units - like carriers. Acknowledge that I'm lumping the ability to build certain units together with their bases, but its a concession to the way Civ works.

    In example below of course carriers are built in Newport News, sailors trained on the Great Lakes, and the aviators are trained somewhere else, not too mention all the specialty schools people go to for Radar ect.

    Example:

    For carriers I would require something like the following:

    barracks - basic ability to train military units.
    harbor - basic ability to handle shipping.

    shipyard - basic ability to build ships - requires iron (or a new made resource steel made in mill from coal and iron - a whole subject surrounding resources to be posted on later).
    might want to have two types also, one earlier for just building wooden ships say starting with Caravels.

    naval base - basic logisitics to support ships.

    naval air station - basic logistics to support naval aircraft - they don't spend all the time on the carriers. US has 10-12 carriers so that in normal operation 2 can be training/refitting, and 1 can be on station in one of the major oceans US dedicates a carrier to. This operations tempo of course changes subject to current events. (Any naval aviators out there can quibble with my particulars here )

    wouldn't have to have all the above as flags on the unit section because some new buildings might be required by each other:

    shipyard requires harbor
    naval base requires harbor and barracks
    naval air station requires maybe naval base (could see going either way here).

    Maybe have up to 4 required buildings required for a unit.

    Would expect some re-balancing relative improvement and unit costs so improvements + unit costs wouldn't be too prohibitive.

    Sidebar and related:
    Already putting a damper on infinite modern units in late game by making everything musket man and up mostly cost a pop point just like settlers to build. Logic: to put modern units into the field takes population out of normal city production - think of modern units as specialists, detached from cities: no extra shields, no extra science, but you get a tank or whatever. Think I already see this at work in a game around 1500's - cities seem smaller.

    There's a nice tug of war effect with this between large armies and city size and growth and production: its not just paying for the units support now, its now a city square no longer in production, and when they die its population loss that has to be replaced.

    Another desireable wrinkle to this would be to allow workers to be expended for the needed pop points - would allow bringing in people and "training" them from throughout the empire - and a mechanism within the general logic of how Civ3 works now.

    Further: let units be demobilized into workers rather than disbanded for shields now, allowing "retraining" per above.

    Finally, some units might cost 2 or 3 pop - carriers, battleships, bombers (?), tanks maybe. Doing this would make the worker to soldier feature more important.

    As a footnote would lift the restrictions on join city subject to keeping current aqueduct, ect building restrictions in place. I let pop cost units join cities so they can become civilians again.

    What is thought on all this?

    Would appreciate a comment from Firaxis here: is any of this reasonably doable or is this kind of thing going to have to wait for Civ4?

  • #2
    Well to put your dreams to rest right off, there's only a single building requirement available in the game. So you can have a Shipyard, but you can only tie it with a Harbour, nothing else. Plus, you can't tie units to a specific building, the only choices are Veteran or Regular, if you set the appropriate flag for the particular improvement.

    Comment


    • #3
      Understand all of that.

      Just wondering how hard within existing program it would be to add multiple building requirements to units the way multiple resources are required by some buildings, think its up to 4 now.
      I'll settle for one building requirement for each unit though if I can get it.

      Similar kind of thing with "airstrength" value on buildings now - how hard to put that window in as a unit characteristic - if so then units can be given an AA strength.

      Thinking about consumable workers for units above - if the restrictions on adding pop to larger cities and I can do what I want, cap this at say pop 24 or 25 so it doesn't get out of hand.

      Can imagine AI probably wouldn't be smart enough to use it though.

      Comment


      • #4
        Well you'd have to ask Firaxis those questions, since having them rewrite the basic code will be the only way to implement your ideas.

        Comment


        • #5
          Willem:

          Kind of hoping they might weigh in here and give us something to measure our expectations with.

          My instincts would be that the above might be xpack material but not a patch.

          Sidebar OT: using your wheeled settlers idea, seems to work well.

          Comment


          • #6
            Well nukes require the Manhatten Project, maybe you could poke around the editor and create similar wonder/unit effects....

            Comment


            • #7
              OT, but wtf, 1, HOW THE **** DID YOU SIGN ON IN 1969?!?!?!?!?!

              Comment


              • #8
                OT, but wtf, 1, HOW THE **** DID YOU SIGN ON IN 1969?!?!?!?!?!
                yes, how did???????

                Comment


                • #9
                  I registered before 1999, everyone who has gets the date 1969, or 1970. Aswell as allowing me to get my own avatar reguardless of settler status due my extended time registered here.

                  Comment

                  Working...
                  X