What I would want, for the units, the same kind of problems as I have for trade or resources: to have to decide on what to focus.
In trade, I have to divide my arrows between tax, research and lux;
for resources, I have to decide to put my peasants in high food, high prod or high trade squares.
I would like to have the same 'problems' for units.
How this should be done, this is less important.
It could be done via a unit workshop, but as many said here, not a workshop a la SMAC, where I can build "the best of the best of the best (sic MIB)", but more a la MOO2, where I have a limited amount of points with which I have to decide what to 'buy'. Do I build fast light units or do I build strong but slow units?
It could also be done by having to decide between quality and quantity. Many cheap/small support/green units, or fewer expensive/high support/elite units?
I am no military specialist, but I think that *these* are the questions that were asked to all generals since ages: the 3 characteristics
- offense: catapults, canon, artillery
- defense: pikeman, musketeers, infantry
- mobility: horsemen, dragons, tanks
and the quality/quantity problematic.
I would like to have these problems reflected in CIV3.
SMAC general: "Let us put those catapult on our horses, we will have speed AND firepower".
CIV2 scientist: "no general, I am afraid you can't. You have to choose between the two, but now you say it, what I could do, is something called chariot, it should increase your firepower, but not as much as a catapult".
CIV3 General: "Wait, wait, you two, let me think...we have horses, wheel, Iron, ...could we think about a much less powerfull chariot, but best armored?"
CIV3 scientest: "Yes, why not, instead of a 3-1-2 chariot, a 2-2-2, why not?"
Remember also the story of the German scientist showing to Hitler their new invention:
- Here, mein Fuehrer, the jet engine. With it, we will have the fastest fighters of the world.
- Great, forget the fighters, put them on bombers and we will have the fastest bombers of the world.
- But, mein Fuehrer, fast bombers, why...?!?!
- Do as I say!
- ?!?!?
Quality vs quantiy can be done by 3 means:
- CIV2: different production cost. This is IMO not enough.
- different support cost, including money. This is a little better, as all of us know a stealth bomber cost more than a group of partisans.
- different experience level. I think this point is the one to be improved. Experience level is usually underrated in civ/smac games.
Put a few veteran of Napoleon's 'vieille garde' in fron t of 5 times so much austrian/prussian peasants of the Landwehr and there is no doubt about who will win.
I would like to see a 1 to 5 ratio between (very) green units and elite.
Ok, this is a long post, but to summarized, I would like to have, for military units, the same triangle problem as tax-trade-lux, or food-shield-arrow: offense-defense-move and/or a real quality-quantity problem.
In trade, I have to divide my arrows between tax, research and lux;
for resources, I have to decide to put my peasants in high food, high prod or high trade squares.
I would like to have the same 'problems' for units.
How this should be done, this is less important.
It could be done via a unit workshop, but as many said here, not a workshop a la SMAC, where I can build "the best of the best of the best (sic MIB)", but more a la MOO2, where I have a limited amount of points with which I have to decide what to 'buy'. Do I build fast light units or do I build strong but slow units?
It could also be done by having to decide between quality and quantity. Many cheap/small support/green units, or fewer expensive/high support/elite units?
I am no military specialist, but I think that *these* are the questions that were asked to all generals since ages: the 3 characteristics
- offense: catapults, canon, artillery
- defense: pikeman, musketeers, infantry
- mobility: horsemen, dragons, tanks
and the quality/quantity problematic.
I would like to have these problems reflected in CIV3.
SMAC general: "Let us put those catapult on our horses, we will have speed AND firepower".
CIV2 scientist: "no general, I am afraid you can't. You have to choose between the two, but now you say it, what I could do, is something called chariot, it should increase your firepower, but not as much as a catapult".
CIV3 General: "Wait, wait, you two, let me think...we have horses, wheel, Iron, ...could we think about a much less powerfull chariot, but best armored?"
CIV3 scientest: "Yes, why not, instead of a 3-1-2 chariot, a 2-2-2, why not?"
Remember also the story of the German scientist showing to Hitler their new invention:
- Here, mein Fuehrer, the jet engine. With it, we will have the fastest fighters of the world.
- Great, forget the fighters, put them on bombers and we will have the fastest bombers of the world.
- But, mein Fuehrer, fast bombers, why...?!?!
- Do as I say!
- ?!?!?
Quality vs quantiy can be done by 3 means:
- CIV2: different production cost. This is IMO not enough.
- different support cost, including money. This is a little better, as all of us know a stealth bomber cost more than a group of partisans.
- different experience level. I think this point is the one to be improved. Experience level is usually underrated in civ/smac games.
Put a few veteran of Napoleon's 'vieille garde' in fron t of 5 times so much austrian/prussian peasants of the Landwehr and there is no doubt about who will win.
I would like to see a 1 to 5 ratio between (very) green units and elite.
Ok, this is a long post, but to summarized, I would like to have, for military units, the same triangle problem as tax-trade-lux, or food-shield-arrow: offense-defense-move and/or a real quality-quantity problem.
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