Here is a description of the Elite units concept that I wrote tonight for the Main readme. We are far enough along now that I can lay this out. It should clear up the confusion Joseph and others may be having with the concept. Elite units are shown in teal on the Advances chart (see the Legend at the the bottom of the chart).
"Elite Units:
History: Throughout mankind's long history of warfare, various societies have developed unique units which enabled them to create or defend their empires. The characteristics of these units are remembered to this day, and their role in civilization is represented by the Medieval Pack II's Elite units concept.
Stats: When a civilization acquires the enabling advance for an Elite unit, it has a random chance of gaining the ability to build it. If it does gain the ability to build an Elite unit, it loses the chance to build any other Elite unit of the same Age (though it is still elibile to gain Elite units of other Ages). Also, only one civ may have the ability to construct any given Elite unit. In addition, some Elite units come in pairs (Zulu Warrior and Zulu Peltast, Berserker and Longship, and Arquebusier and Bombard). The individual stats and abilities and all Elite units are given in the Special page of the Med charts spreadsheet."
I believe that this is one feature that the Med pack will be well remembered for, along with the unit heal trigger which more experienced civ'ers will appreciate.
Chris (Gedrin) has started work on it, now that he has finished the refugee trigger. I guess this would be a good time to cover that trigger as well. This is from the Triggers readme:
"Chris converted his Ctp1 Refugee trigger over to Ctp2 format for the Medpack II. This trigger takes one quarter of a city's population, rounded down, and gives it to a random city in the civ right before the city is captured. This means that the pops may be sent to the same city from which it originated (you know how confused people get when they panic).

I will let you think about how this will affect gameplay and cause problems for both the winning and losing civs. It is another feature that makes conquest more difficult (and realistic, imo).
If we have time, I want to implement a trigger which destroys up to half the buildings in a city when it is captured, ala civ2.
Between the triggers for unit healing, refugees and this one, the nature of conquest will be drastically changed in the game.
I don't know what the ship crash would be from.
I usually don't notice if emoticons are used in a post icon, this not being the OT, so I was confused over David's post initially. I seemed to remember that he had a conservative reputation on the OT when I frequented there a couple of years ago. Anyway, things made more sense when I noticed the wink.
I am continuing to tweak and test. I have been adjusting things in many areas of the game as I come across them, or back to them as the case may be. Expect the next update by Wednesday.
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