Unit System brief:
This is a preliminary set of early game units, using a CIV style system. The objective is to have a variety of military options spread throughout the tech tree, with no one unit being essential or overpowered. Also important is retaining a SMAC feel and making the game more balanced than SMAC, for example just because it's based on SAMC doesn't mean that "Chop'n'drop" should be the ultimate strategy.
Unit Classes:
GARRISON: For base defense.
INFANTRY: Offensive, base busting units.
ROVER: Powerful mobile attacker units.
SKIRMISHER: Mobile defensive unit.
FOIL: A small ship.
CRUISER: A bigger ship.
NEEDLEJET: Functions like a CIV fighter/bomber.
CHOPPER: Functions like a CIV gunship.
Scout Patrol: 2-1, Garrison. Costs 10.
+25% Base Defense
Lightly armed unit, effective for scouting and early garrison duty.
Synthetical Sentinel: 3-1, Garrison. Costs 20.
+50% Base Defense.
Requires Industrial Base.
Early base defense unit.
Laser Infantry: 3-1, Infantry. Costs 20.
+25% Attack vs Garrison units.
Requires Applied Physics.
General attack unit.
Scout Rover: 2-2, Rover. Costs 20.
-10% Attack vs Bases.
+25% on flat land.
30% Retreat Chance.
Does not receive defensive Bonuses.
Requires Doctrine:Mobility.
Light scouting unit.
Impact Rover: 5-2, Rover. Costs 35.
-10% Attack vs Bases.
+25% Attack on flat land.
30% Retreat Chance.
Does not receive defensive Bonuses.
Requires Nonlinear Mathematics and Doctrine:Mobility.
Powerful mobile combat unit.
Plasma Sentinels: 4-1, Garrison. Costs 30.
+50% Base Defense.
+25% vs Rovers.
Requires High Energy Chemistry.
Effective base defense.
Gatling Troopers: 6-1, Infantry. Costs 45.
+25% Attack vs Bases.
+25% vs Rovers.
+25% vs Infantry.
Requires Superconductor and High Energy Chemistry.
Versatile combat unit effective in many roles.
Missile Infantry: 7-1, Infantry. Costs 40.
Deals bonus Collateral Damage.
Does not receive defensive Bonuses.
Requires Synthetic Fossil Fuels.
Silksteel Skirmisher: 6-2, Skirmisher. Costs 40.
-10% Attack vs Bases.
25% Intercept Chance.
Requires Silksteel Alloys and Doctrine: Mobility.
Mobile defensive unit.
Missile Needlejet: 7-10, Needlejet. Costs 50.
Powerful flying unit for softening up ground units.
Missile Interceptor: 7-8, Needlejet. Costs 50.
-50% damage vs Ground Units and Ships.
40% Intercept Chance.
Flying anti-air unit with minimal ability to damage ground targets.
Scout Foil: 2-4, Foil. Costs 20.
Requires Doctrine: Flexibility.
Transport Foil: 3-3, Foil. Costs 30.
Carries 3 units.
May not Attack.
Requires Doctrine: Flexibility and Industrial Base.
Plasma Skimmer: 4-4, Foil. Costs 30.
Requires Doctrine: Flexibility and High Energy Chemistry.
Silksteel Skimmer: 6-4, Foil. Costs 40.
Requires Silksteel Alloys and Doctrine: Initiative.
Missile Destroyer: 7-6. Costs 50.
25% Intercept Chance
Deals bonus collateral damage.
Requires Synthetic Fossil Fuels and Doctrine: Initiative.
This is a preliminary set of early game units, using a CIV style system. The objective is to have a variety of military options spread throughout the tech tree, with no one unit being essential or overpowered. Also important is retaining a SMAC feel and making the game more balanced than SMAC, for example just because it's based on SAMC doesn't mean that "Chop'n'drop" should be the ultimate strategy.
Unit Classes:
GARRISON: For base defense.
INFANTRY: Offensive, base busting units.
ROVER: Powerful mobile attacker units.
SKIRMISHER: Mobile defensive unit.
FOIL: A small ship.
CRUISER: A bigger ship.
NEEDLEJET: Functions like a CIV fighter/bomber.
CHOPPER: Functions like a CIV gunship.
Scout Patrol: 2-1, Garrison. Costs 10.
+25% Base Defense
Lightly armed unit, effective for scouting and early garrison duty.
Synthetical Sentinel: 3-1, Garrison. Costs 20.
+50% Base Defense.
Requires Industrial Base.
Early base defense unit.
Laser Infantry: 3-1, Infantry. Costs 20.
+25% Attack vs Garrison units.
Requires Applied Physics.
General attack unit.
Scout Rover: 2-2, Rover. Costs 20.
-10% Attack vs Bases.
+25% on flat land.
30% Retreat Chance.
Does not receive defensive Bonuses.
Requires Doctrine:Mobility.
Light scouting unit.
Impact Rover: 5-2, Rover. Costs 35.
-10% Attack vs Bases.
+25% Attack on flat land.
30% Retreat Chance.
Does not receive defensive Bonuses.
Requires Nonlinear Mathematics and Doctrine:Mobility.
Powerful mobile combat unit.
Plasma Sentinels: 4-1, Garrison. Costs 30.
+50% Base Defense.
+25% vs Rovers.
Requires High Energy Chemistry.
Effective base defense.
Gatling Troopers: 6-1, Infantry. Costs 45.
+25% Attack vs Bases.
+25% vs Rovers.
+25% vs Infantry.
Requires Superconductor and High Energy Chemistry.
Versatile combat unit effective in many roles.
Missile Infantry: 7-1, Infantry. Costs 40.
Deals bonus Collateral Damage.
Does not receive defensive Bonuses.
Requires Synthetic Fossil Fuels.
Silksteel Skirmisher: 6-2, Skirmisher. Costs 40.
-10% Attack vs Bases.
25% Intercept Chance.
Requires Silksteel Alloys and Doctrine: Mobility.
Mobile defensive unit.
Missile Needlejet: 7-10, Needlejet. Costs 50.
Powerful flying unit for softening up ground units.
Missile Interceptor: 7-8, Needlejet. Costs 50.
-50% damage vs Ground Units and Ships.
40% Intercept Chance.
Flying anti-air unit with minimal ability to damage ground targets.
Scout Foil: 2-4, Foil. Costs 20.
Requires Doctrine: Flexibility.
Transport Foil: 3-3, Foil. Costs 30.
Carries 3 units.
May not Attack.
Requires Doctrine: Flexibility and Industrial Base.
Plasma Skimmer: 4-4, Foil. Costs 30.
Requires Doctrine: Flexibility and High Energy Chemistry.
Silksteel Skimmer: 6-4, Foil. Costs 40.
Requires Silksteel Alloys and Doctrine: Initiative.
Missile Destroyer: 7-6. Costs 50.
25% Intercept Chance
Deals bonus collateral damage.
Requires Synthetic Fossil Fuels and Doctrine: Initiative.
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