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Author Topic:   UNITS (ver1.1): Hosted by JT
JT
Civer

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posted May 20, 1999 17:35     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
New thread, more paperwork for me.

General summary of the last thread:

UNITS
Spy Planes-multiple turns of feul, long range, no armor or weapon. Used for scouting.

Patriots-draftees from cities

Sea Engineers-terraform the sea

Supply Trucks-supply one nutrient/mineral/gold(whichever is chosen) from home city to city truck is assigned to.

Assassin-Like spy, except kills prominent researchers or builders to set enemy back.

Anti-sub Helicopter-Maybe with a sonar beacon that extends a square in every direction so you can pick up the subs?

Merchant Fleet-Caravans on the sea. I like this one _a lot_.

Air Transport-Airplane that transports units

AWAC-Like spy plane, but shorter range. Gives support to any attacked air units within 4 squares.

Spy Sattelites-Keep constant watch over a certain area.

Refugee-If city is captured, this unit appears. Can add its population to another city. No offense or defense.

Intelligance(sp?) Unit - Anti-spy protection

Longbowmen-Advanced archers

Cannonades-Between Cannons and Artillery

Arqbues-Between longbowmen and musketeers

Biplane-Drops paratroopers

Guerrila-ignore ZOCs, but have weak attack. Mainly for pillaging and defense.

Mobile Radar Jammer-creates "cloud" of blackness one square in every direction

Crop Plauge Plane-Destroys farm and irrigation

Mobile SAM-doubles defense of units stacked with it against air attacks

Mobile SDI-obvious

V2s-Missle that destroys all units and improvements in square

Nuclear Bombs-Armed on bombers and dropped

Decoys-Fake units with no attack or defense that are used to draw the enemy out of position

Officers-Units that add morale to other units with them in stack. Appear randomly at first, then trained later in game.

National Guard-Appointed like elvises or scientists. At first the weaker version, seasonal army. Then, with appropriate advance, it turns into the more powerful National Guard.

CONCEPTS

Flags-Not just colors, real flags that you could customize if you wanted to using Clarisworks or something

Graphics-Make sure units look like what they're supposed to be, not like in SMAC. Maybe have units from different cultures look different?

Air-Completely automate air units

Transport size-Units are given size ratings. Transport units can hold a certain size rating. Prevents the eternally annoying transports that can hold 8 tanks but not 9 spies.

Range-Different range missles depending on tech.

Cash-Units should cost money instead of minerals to support

Off Alert-Take units off alert. They gather their own resources when off alert, so support canceled. Attack and Defense lowered, though.

Nukes-nuked area cannot be entered by units for x turns. If city is nuked, city cannot build buildings for x turns. Nuked country can launch "retaliation attack" automaticly when nuked. Increase range of nukes. Give nukes effects of PB's from SMAC?

Long-range attacking units-catpults and other long-range units can attack from a few squares away

Raising armies-instead of building armies, you raise them through your cities

Support-Nation supports unit instead of city.

Tech upgrades-Option to upgrade units with whatever you discover once you discover it. Example: You have an archers unit defending a town. You discover Bronze Working.You can now add bronze armor to your archer unit if you wish.

Seperate armies and weapons-The people are drafted from a city while their weapons are built in another.

Training Grounds-Not letting certain units that have to be trained, like an archer or a knight, be built until barracks are built.

Upgrade-Upgrade unit when new tech comes.

Cost-Cost of maintinance should grow or decrease over time.

Morale-Morale levels for units like SMAC.

Veteran-Over time, units gain morale levels.

Missle Silos-terrain improvement. Have a 50% chance of surviving nuke blast. Units inside not damaged if silo survives, destroyed if silo destroyed.

COPIED FROM POSTERS(I hope noone minds)

offense: this value determines the amount of damage done with a successful hit before
modifiers.

defense: this value is how much less damage a unit takes from a successful hit by another unit due to armor, mobility, etc.

hit points: this value is how much damage the unit takes before it pushes up daisies.

morale: this value determines the percentage to successfully land a hit and also modifies the offensive value by a set percentage modifier. it also eventually increases with successive (successful) battles. let's say it ranges from 1 to 5 (as in smac but a less prosaic form).

range: movement points per turn.

now let's wade through an example title bout: in this corner, a rookie legion is attacking
the veteran chariot in black trunks... ding ding!
"legion x" (o:4/d:2/h:10/m:1)
"chariot y" (o:4/d:1/h:10/m:4)
let's also assume that the battle is to the death (as in the coliseum of yore)...

round 1 (part a):
x attacks y. x has a 1 in 5 chance of hitting y (due to his cruddy morale). x luckily manages to hit y. (first blood goes to the young punk!). x does 4 damage (+0% due to low morale) and y subtracts only 1 damage due to his defense value and gains no bonuses because he wasn't fortified at the end of the previous turn and is standing on a plains tile (next time seek some cover at the end of the turn).
x finally deals 3 damage total to y.
y has 7 hit points remaining.

round 1 (part deux):
y counterattacks x in his phase of combat (if x had managed to deal 10 hit points after modifiers and minus y's defense in the first hit, y wouldn't be counterattacking, he'd be dead). y has a 4 in 5 chance of hitting x. y hits (hey, you gotta like the odds). y does 4 damage +80% due to high morale (alright, we can rescale this during beta-testing 'cause that might be a bit too high). y actually does 7 damage and x defends 2 hit points due to his fancy roman shield. x is also standing on a forest which gives +50% to his defense rating. x defends an additional 1 hit point of damage. x is down to 6 hit points.

round 2: (part one) x attacks y again...

And so on until one of them (presumably x) is dead. this favors a strongly moraled attacker and bonuses could accrue to the defender based on terrain/fortification/city walls (adding a bonus to the defense rating). The beauty is that more advanced units gain in hit points and defense to the point where even the most veteran phalanx could never have enough of an offensive rating to overcome the natural defense rating of a tank, let alone dent it's hit points enough to kill the tank before the fatal blow is returned. the escalating defense rating of the advanced units would essentially block all the damage of an inferior unit whether or not the unit scored a successful hit and the retribution strike would be so likely to kill with the first successful hit with rising offensive values. even an inexperienced tank unit (which would land a hit only 20% of the time) would eventually kill the phalanx before any hit points could _ever_ be taken off him.

Additionally, stacked combat could be resolved unit vs. unit as in smac in this manner with collateral damage confered on the surviving stack members of the losing defender. This system also works exactly the same with artillery, air to ground combat or ship to ship, except that there is no counterattack phase to each round unless the defender unit y) has a long distance attack (artillery, anti-air or ship based cannon, respectively) as well.

If I missed any, please let me know!

PS-Jon Miller, I couldn't find your ideas, but feel free to post them again!

Buffalo
Junior Civer

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posted May 21, 1999 12:53     Click Here to See the Profile for Buffalo   Click Here to Email Buffalo      Edit/Delete Message  Reply To & Quote Message
I have noticed that in the first units thread that many people hinted at how they would like to see the units upgraded somehow.
I think that in CivIII they should have ALLyour units upgraded when you discover a new advance.
Now mind you I don't want to see 100 archers automatically upgraded to musketeers in one turn. That would be insane.
However, I think it would be a good idea if your units were to progressively be upgraded (such as 10% of your archers-randomly are upgraded to musketeers on the first turn after the discovery. Then after 10 turns you would have a new army w/o having to destroy old units (or have them go on suicide runs).
I think this would make the game play more realistic. Because in the real world the U.S. no longer has wooden ships roaming the seas, instead they have crusiers or battleships. Another nice point is this makes the micromanagement a lot easier or non-existent.

[This message has been edited by Buffalo (edited May 21, 1999).]

[This message has been edited by Buffalo (edited May 21, 1999).]

Ecce Homo
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posted May 21, 1999 01:04     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo   Visit Ecce Homo's Homepage!   Edit/Delete Message  Reply To & Quote Message
Zeppelins - can be used for either scouting, bombarding or passenger transportation.

Does anybody want a Unit Workshop like in SMAC? I have never played it, so I don't know how it works.

Lancer
Civer

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posted May 21, 1999 01:11     Click Here to See the Profile for Lancer   Click Here to Email Lancer      Edit/Delete Message  Reply To & Quote Message
In the age of sail both frigates and line of battle ships played a major part from aproximatly the mid 1400s until the American Civil War and the Monitor vs the Merrimac made em all obsolete.That's 400 years! I can't even get my first frigate out before the steam engine comes along.The battle of the Nile,Nelsons bridge!Trafalgar,St Vincent.
England built an Empire on oak and sail and I can hardly get a ship built.
Personally,I see that there is room for improvement here.
Thank you for this forum.
Asmodeous
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posted May 21, 1999 01:51     Click Here to See the Profile for Asmodeous      Edit/Delete Message  Reply To & Quote Message
I like the SMAC method. :P

Except give me more stuff to work with. I want more special skills, I want more weapon types, I want more hull types, I want I want I want.

There's a great deal of things you can do, and also make more specialized units, and it gives you a power others can't reach yet.

And get some named units once in a while, too. Like USS Enterprise an' whatnot. Ships and units that get bonuses because of better training/larger of the same thing ,etc. Circa. MOO and MOO2, where occasional aliens have named ships. Hmm. Could find them in Huts. Historical figures with their units/tanks/etc. For instance, Paul Revere. The Rough Riders... Etc.

Me.

kmj
Civer

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posted May 21, 1999 08:22     Click Here to See the Profile for kmj   Click Here to Email kmj      Edit/Delete Message  Reply To & Quote Message
A few things:

First off: This apparently got missed from the last thread (AGAIN) so I'll post it gain.
When disbanding units in a city, you should not receive any shields if you are building anything other than another unit. I've been playing with the bold too much, I think.

I really dislike the idea of upgrading units. Adding armor, additional abilities, etc. Too much micromanagement for this long term game. I've heard discussions on other forums about the idea that, based on the length of time you have a technology, the power of the unit that you get with the technology increases (too a point, obviously). This would add the element of realism without adding any micromanagement. For example. Lets say take tanks from CtP:16a/16r/10d/6m. With this method (and throwing in hp/fp for realism), for the first few years, they would only be 14/14/8/4(25/3), then for the next 20-30 years (or turns), they would be 16/16/10/6(35/4), and finally the more modern ones would be 18/18/12/8(45/5), maxing out there, as you would move on to the next type of unit.

(btw, JT, I didn't mean to be belligerent in my last post, I just wanted to make sure you weren't "weeding out" posts.)

Druid2
Clash of Civilizations
Military/Coding Org.

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posted May 21, 1999 10:07     Click Here to See the Profile for Druid2   Click Here to Email Druid2      Edit/Delete Message  Reply To & Quote Message
TOO MANY UNITS.

You can ruin a game by adding every single bell and whistle that anyone can ever think of. I'll pick just one example of a distinction, but no difference: "Cannonades-Between Cannons and Artillery"
The questions that must be asked before adding ANY new unit : What does this add to the game, besides the use of a historically accurate name? What parameters would be different between the proposed units - for exmaple, if cannon=4 and arty=6, is the game significantly better by adding a cannonade=5?

A very successful game .. lasted over a hundred years ... has only 6 units, and they're not upgradable: King, Queen, Bishop, Knight, Rook, Pawn.

I'm not suggesting THAT level of simplicity.

But complexity of design does NOT make for increase in playability... IMHO, just the opposite.
--------------
Upgrading units I like the way SMAC does it. If you pay, you can upgrade either all or a specific unit, even in the field.

To that method, I'd like to add: pay less if the unit is in a city with appropriate improvement. pay more if you do a field upgrade.
--------------
Unit workshop It is *really* nice to be able to create a unique design that you think is good. It should be able to be 'turned off' via a start-time option, tho, so you dont have to bother with it if you dont want.

[This message has been edited by Druid2 (edited May 21, 1999).]

Theben
Civer

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posted May 21, 1999 10:08     Click Here to See the Profile for Theben   Click Here to Email Theben   Visit Theben's Homepage!   Edit/Delete Message  Reply To & Quote Message
Just moving something from the "cheats" list. If this has been covered already, my apologies:

As for the missiles, someone(I think it was don Don) suggested moving missiles like land
units, then using the 'paradrop' key to have it 'drop' on a seen enemy target. This
eliminates missiles that scout, and can fly over territory and then land like airplanes. As
you said, though, this should be in the units thread.

willko
Junior Civer

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posted May 21, 1999 10:25     Click Here to See the Profile for willko   Click Here to Email willko      Edit/Delete Message  Reply To & Quote Message
cheers all,

i also agree that units in civ3 should be upgradeable without having a leonardo-esque wonder (something along the lines of the smac upgrade options would be cool, but integrated within the non-unit-workshop paradigm that firaxis will probably embrace).

if possible, (again echoing earlier stated sentiments), the ability to name certain units would be nice (even if they only show up in the message screen along with the unit status when you click on the unit, or as a windows pop-up mouse thingie).

jason beaudoin's suggestion to automate air units seems like it wouldn't hurt, but only if the current civ2 model of fighter/bomber movement is kept. after all, since air units must refuel either at the end of turn or every other, he's right in saying it's only a matter of the computer figuring out whether the target is hittable without risking running out of fuel on the round trip.

did anyone else think choppers were a bit too powerful in smac? will they be the choppers of civ2 or those from the more recent brian reynolds game? the ability to attack more than once in a turn is pretty potent, although naval units also have had similar powers in the civ series. maybe some thought should be given to balance issues down the line on the difference between civ2 helicopters and smac's. but all in all, the helicopter seems to get the short shrift in civ2 considering its manifold uses in today's modern military. this leaves me to think that once the "modern" era of units is introduced in the game, there should be a little more variety to the range of units available.

i like the idea of having experience for units ala some other strategy games, but for civ, the possibility exists of having the same unit (after upgrades) for millenia. this may easily be "explained" as that standing body of armed warriors keeping the same nominal designation while the individuals making up that unit are phased in and out over time. but this all leads one to wonder how a single unit remains "ultra-elite" over such a long time if it's constituent members couldn't still be the same soldiers who served in the conflicts that gave them the experience to be so well trained. how is problem of lost verisimilitude (if it is that big a problem in the first place) to be solved? i'd say institute a "standing-down" variable per unit. which would work like this: if unit x doesn't participate in combat in more than a decade, it starts to lose it's training levels (morale, or whatever this "battle-experience" rating will be called) little by little until it reaches the one that's middling, or competent. following the smac model, this would mean your unit would eventually just be "hardened" rather than staying "elite" despite not fighting in eons. that way, players who change their governments/social settings to make a large veteran standing army and sit on it until the need arises won't benefit from a tactic that doesn't really happen in the world. i mean, we may have a huge military but they don't start off as being the best of the best without every firing a shot in the heat of real battle. look at how well the weary but toughened germans did against the initial waves of green american soldiers in ww2. think of it this way: the rolling stone gathers no moss, eh? in smac this "problem" never really pops up because of the the smaller time frame between possibly battles, no unit will "live" longer than three or four centuries and turns pass at only a year at a time vs. the variable scaled rate in the civ games (so we aren't stuck in antiquity forever).

just another idea.

/willko.

Theben
Civer

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posted May 21, 1999 11:12     Click Here to See the Profile for Theben   Click Here to Email Theben   Visit Theben's Homepage!   Edit/Delete Message  Reply To & Quote Message
I'll also side with Druid2 to some extent. Many of the proposed units have easily combinable, redundant, or unrealistic features. That plus do you really want to move 2,000 units for your civ each turn, while individually constructing buildings in each of your 500 cities?

Spy planes/assassin/AWAC/intelligence officer/spy sats: Have an abstracted intelligence that is on a different screen. Techs give you % bonuses to intelligence missions (Jet Flight-"you now have spy planes available. +10% to ? mission[s]), which would include assassinations, amongst other things. Some techs might lower your bonus (internet= -10% to ? mission[s] due to reduced effect of propanganda on your citizens and allows easier access to your data by enemies). Your % bonus in intelligence is compared to your opponents % bonuses, subtract the higher from the lower for end bonus.

Sea engineers: If a SMAC-style workshop is implemented(which I like) simply allow a "special" to be added to engineers that allow for sea/space "terraforming".

Supply trucks/merchant fleets/caravans: This is something else that needs to be abstracted.

Anti-sub heliocopter: Heliocopters in civ2 are already anti-sub!!

Patriots: Well, there should be some kind of militia a city can draw on in desperate times. SMAC basically has it already (1-1-1 police).

Refugee: I agree but it should not be under the control of any player unless they have a military unit stacked with it.

Longbowmen/Cannonades/Arqbues: Easily adopted thru a workshop screen. I wouldn't make them individual units, though.

Biplane-Drops paratroopers: Say what? I don't think so!

Guerrilla: Can also launch "ambush" on regular armed forces that acts like spy sabotage(if successful); this can result in the destruction of a badly damaged unit.

Mobile Radar Jammer: More like a % penalty to certain intelligence missions attempted in that square only.

Crop Plauge Plane: I guess, but is it worth it?

Mobile SAM: 2 ideas- 1)Allow the option to be added in the workshop; 2)The SAM gives all units in that square the SAME defense vs. air that the SAM has.

Mobile SDI: I'd like it, but it should either be almost as expensive as regular SDI or not as effective(or both). Otherwise, why build one in the city if you must pay large construction costs and maintenance?

V2s/Decoys/National Guard: I disagree. They are not needed, & v-2's weren't that tough.

Nuclear Bombs: I propose a nuclear bomber unit, which would basically be a earlier, cheaper nuke unit, that causes somewhat less damage overall.

Officers: I'll say "maybe" only because I proposed the same idea months ago, but now I'm pretty much against it. Anyway, my version was called a "leader" unit and it was always randomly generated. It added to the morale of the stack and reduced the effects of "random combat" results(I'll explain in a different thread).

Concepts
Air: Read don Don's proposals under movement. I have some ideas that I'll give later. Complete automation of air units seems dangerous to me, though.

Unit cost: should cost money, minerals, and/or food, and at varying levels depending on the type of unit(Masters of Magic had a good system for this).

Nukes: Needs LOTS o' work, but please, NOT as powerful as planet busters (at least not until after 2000 a.d.!).

Long-range: Not until missiles are available should this be allowed. Consider the vast distances we're talking about, catapults can't fling rocks that far!

Training grounds: Again, Masters of Magic only allowed certain units to be built once the pre-requisite city structure was built.

All the other ideas I either like or don't have too many qualms with, except I'd like to say that the SMAC-style workshop should not be allowed to upgrade certain units from one to another. What comes to mind is wooden to metal hulls for ships. Maybe 'wooden ships' would be a type of chassis and 'metal' another? Also that the different 'chassis' have maximums that they can reach, or minimums they can be given. So if a 1 attack is considered "stone weapons" your battleships cannot be given attack level 1 weapons, while wooden hulls cannot be given attck 16 "24-inch guns".

Ecce homo,
Never could stand zeps in civ2. Their bombardment capability was limited, their transport not enough to carry anything besides a diplomat. I can only see "scouting" as an available option, but in civ2 they also had unrealistic ZOC powers. Those would have to go too. Finally, their lifespan in the game would be so short why build them at all?

Asmodeous,
The named units...I once proposed allowing you to name your 'elite' units(harder to come by than in SMAC I was thinking) and, of course, the elite unit would have a little extra power(not movement, I was thinking maybe +50% hit points). Then when you see a legion on the horizon, click on it, and you get a "Bane of Lions" instead of "green" or "veteran", you KNOW you're in trouble...


[This message has been edited by Theben (edited May 21, 1999).]

JT
Civer

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posted May 21, 1999 11:30     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Oh, this is real great. I don't say all the ideas, I get flamed. I do say all the ideas, I get flamed. Look, I'm not saying every single units/concept posted is a miraculous innovation in Civ, I'M JUST POSTING THE THINGS BECAUSE PEOPLE REQUESTED IT! Please, just tell me you want all the ideas or you don't, and if you don't want them all, what kind you don't want. Thank you.
willko
Junior Civer

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posted May 21, 1999 11:40     Click Here to See the Profile for willko   Click Here to Email willko      Edit/Delete Message  Reply To & Quote Message
hey jt, relax. i'm not sure if everybody is up on the function of the moderators or listmasters or whatever yin has you guys calling yourselves!

please keep posting the synopses of previous threads in newer versions (maybe people might read the caveat that they are just your summaries of other people's ideas, maybe not).

and i guess this may go to the graphics thread, but my view is that the units don't have to be rotationally animated like they are in smac (because it doesn't make that big a deal). i'd rather they were easily replaceable so that modpacks can make new unit designs (unlike smac's proprietary unit graphics which can't be changed by joe shmoe using photoshop). animated gif's if necessary. whatever. plus since civ3 shouldn't have the units workshop, you won't have the modular weapons/armor must fit on all chassis problem that smac had.

/willko.

JT
Civer

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posted May 21, 1999 11:47     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
I would like to see a smaller version of the units workshop, where you can combine different units. Put a Phalanx on a horse, and voila! A 2-2-2 unit in 3000BC. I'd like it.

Thx, willko.

PS: People, just a request, would you tell me to either just put the big topics on here or to put all of them? It seems there is a problem either way, but if more people like one way, then I'll do it that way. Thanks in advance.

------------------
-Civ3 Thread Master of OTHER and UNITS.
"We get the paperwork, you get the game!"

Theben
Civer

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posted May 21, 1999 11:50     Click Here to See the Profile for Theben   Click Here to Email Theben   Visit Theben's Homepage!   Edit/Delete Message  Reply To & Quote Message
Yo JT,
No flaming intended. Just presenting my opinions, which I've been working on since last year.
willko
Junior Civer

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posted May 21, 1999 12:08     Click Here to See the Profile for willko   Click Here to Email willko      Edit/Delete Message  Reply To & Quote Message
the units workshop:

in smac the tech tree and unit modularization into chassis, weapons, armor, and doodads made the units workshop essential (heck i started turning off the default unit prototypes after my third game when the stupid computer kept upgrading after every single tech gain).
but i think this is also a question of how firaxis is going to implement the graphical look of the units. if they go with the 3d-ish rotating units of smac, then the workshop as a modular replacement of weapons and armor types wouldn't jibe well with modifications attempted by the internet community (just like smac). the technology they used to animate the units in smac was proprietary and hence nonreplaceable in mods. civ3 should be totally modifiable as an end product as far as unit graphics are concerned. other than this sticking point i agree that it would be very useful to be able to upgrade a phalanx i built way back when into an archer or even cavalryman at a later date.

as far as topic glossing: i think you should include a short synopsis of all the ideas as long as that is feasible. if this topic gets too heavy, which is very well possible at the rate we are going, then you should hit the "main" points that most people seem to chime in on and stuff that's different and potentially interesting to brian. if an idea is repeatedly shot down, than maybe it should be put up as a topic of debate before being "eliminated" from the summary list, but i think most ideas put on these forums should find themselves on a summary list going to firaxis. it's only fair.

but thanks for volunteering to do this, i know i wouldn't like to cull all this stuff together on a regular basis. big thumbs up.


/willko.

VaderTwo
Civer

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posted May 21, 1999 12:10     Click Here to See the Profile for VaderTwo      Edit/Delete Message  Reply To & Quote Message
JT, just want to say that I think you're doing a good job on this thread, especially considering that the units thread is by far the largest one and that you are also handling the 'other' thread.

I think it might be an idea, if you already haven't done it, to create a Units summary thread where all of the good ideas will be filtered to rather than post it at the beginning of each units thread.

I wouldn't worry to much about bringing every idea forward from past threads, I posted a couple of threads with some ideas for discussion and no discussion happened. No problem, but I could have restated them or brought them forward if I wanted to.

Utrecht
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posted May 21, 1999 12:32     Click Here to See the Profile for Utrecht   Click Here to Email Utrecht      Edit/Delete Message  Reply To & Quote Message
The reason that I like to see more units is that in my experience, the late ancient/reniesannce seems to go by much to quickly.

The introduction of several new technologies and units will go to great lenghts of slowing this down.

The Unit Workshop as implemented in SMAC I don't believe will work for Civ III. The scope of time is simply to large to effectively cover ancient to post-modern units.

However, I like the ability to add special abilities to standard units. I.e. Add Nerve Gas to a Machine Gunner. +50% attack

Add airmobile transport to a rifleman + 2 movement etc.

JT
Civer

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posted May 21, 1999 12:38     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Thx, people.

I think I'll give Vader's idea a try, it would make it easier for me and for people who are trying to see what we've talked about so far.

Yeah, willko, I wouldn't want the workshop if the graphics are like SMAC's, but upgrading is a must. I still would like to see some way of "combining" units. Like, combine Phalanx with Horseman, you get Armored Horse or something. Of course, the graphics have to get better before this happens.

23 Skidoo
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posted May 21, 1999 13:20     Click Here to See the Profile for 23 Skidoo   Click Here to Email 23 Skidoo      Edit/Delete Message  Reply To & Quote Message
Given the myriad of unit suggestions that have been pouring out of our collective imaginations, what I'd really like to see is a very broad unit customization functionality - like SMAC, but additionally, unlimited open slots for custom unit graphics and original design, not just mods.

This way, we can design custom units within parameters set by the game (Firaxis doesn't have to go apesh*t building in 16 billion different units), AND we can design new/mod units to our hearts' content.

If animated sprites are used, I'd like to see a standard file format so I can build my own. That's about it from me. I really don't need Firaxis to build in gas attack Crop Dusters, or Cyber-otakus with CIH assault.

Mo
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posted May 21, 1999 14:08     Click Here to See the Profile for Mo      Edit/Delete Message  Reply To & Quote Message
I'm undecieded on including the unit workshop, but if they include it they should have weapons limited to a chassis. This would prevent outrages desigens from being built, like a boat armed with a sword.
JT
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posted May 21, 1999 15:18     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Still chuckling at that one, Mo.

That's true. I definatly want a workshop. If not that, the ability to combine units. I also want to be able to upgrade units with a new tech, like in SMAC.

And, like Mo said, different chasies(sp?) should have different weapons.

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VaderTwo
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posted May 21, 1999 15:35     Click Here to See the Profile for VaderTwo      Edit/Delete Message  Reply To & Quote Message
Very good point Mo. A jet with a sword would be even more ridiculous.


JT
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posted May 21, 1999 15:52     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Yeah. I hope they add a workshop, but as Mo has pointed out, there need to be limimts.

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EnochF
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posted May 21, 1999 16:17     Click Here to See the Profile for EnochF   Click Here to Email EnochF      Edit/Delete Message  Reply To & Quote Message
Okay, let's assume the existence of an Alpha Centauri-style customize units screen. What would be the "chassis"?

Soldier, Mounted Soldier, Wooden Hull, Iron Hull, Submarine Chassis, Tank Chassis, Prop Plane Chassis, Jet Plane Chassis... and then what about helicopters or mobile SAMs? Would destroyers and battleships have the same chassis? What about triremes and caravels?

Y'see, it starts out sounding like a good idea, and pretty soon you realize you'll just end up with just as many "elements" are there are separate units in the first place, and there's no economy in it. There appears to be in the early stages of the game (how much difference can there be between a dragoon and cavalry, for example), but in the late stages, chassis will be in a constant state of flux. Especially, it would be more a hindrance than a help in designing once naval and air forces.

JT
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posted May 21, 1999 16:49     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
That's probably true. But, why would there be a battleship/destroyer chassis? I've got a better idea. For every, say, three levels of armor on a sea unit, the MP goes down. So, you could have a 12-1-6 Destroyer that could beat the heck out of anything attacking, but when defending would lose to a 3-12-3 cruiser. There could also be a limit to how many total points(not counting FP or HP) you could put on a unit. That way, you couldn't get a 12-12-6 Howitzer(although I wouldn't mind having an army of those ). See, there are many options that they could put in to make things work out right.

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Coug
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posted May 21, 1999 16:50     Click Here to See the Profile for Coug   Click Here to Email Coug   Visit Coug's Homepage!   Edit/Delete Message  Reply To & Quote Message
I really miss the ability to make more customizable units in CivII. My suggestion is to add the Hard and Soft attacks and defences. This would allow for much better control while keeping things simple.

How to set it up:
Type (Type of unit. soft unit, hard unit)
Soft Land Attack
Hard Land Attack
Soft Sea Attack
Hard Sea Attack
Soft Air Attack
Hard Air Attack

same for defence. Thing is, I would also like the units to be listed in a programming kind of way, much like the events language.

Simple... A tank would be something like this:

Unit69 {
name="Early Tank";
type="soft";

hard_land_attack="5"
soft_land_attack="7"

hard_land_defence="4"
soft_land_defence="6"

etc etc etc. It would be more programming, but also give the units more characteristics.

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Diodorus Sicilus
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posted May 21, 1999 18:18     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus      Edit/Delete Message  Reply To & Quote Message
- First Post This Thread-

Been thinking a lot about Upgradable Units for Civ ever since I started playing Civ II and especially ever since SMAC...
Most historical 'units' are a result of a combination of developments, not all of them technological. If all was related to tech, then the Hittites would have had Legions when they developed iron working (forced draft forging) in 1000 BC - didn't happen, 'cause it took developments in tactics, formations, and even sociology to result in the Legion - an organization, not a weapon type.
In 4000 BC, you have 2 basic weapons/units available: the spear, either thrust or thrown, and the simple or self bow. Thus, in Civ terms you get a bowman (leather brown in hue, carrying bow) or a spearman (leather again, spear underarm, no shield)
Develop Bronze Working:
You can upgrade three ways:
1. (Slashing Swords) can now be forged: turn your spearman into a Swordsman, which is a minor increase in attack value
2. (Shields) can now be hammered out (literally!) - increases defense of any unit BUT bowman can't use them and shoot
3. (Bronze Armor) which is more expensive than shields, but can be hung on anyone - more defensive increase.
NOTE: If we adopt Ranged Weapons (one of the good ideas from CtP) then Shields increase defense against Ranged Fire, not against hand-to-hand - that isn't entirely historical, but usable in Game Terms
Now, if you also have a cultural development: Armed Citizenry (as opposed to a Warrior Class) you can form Phalanxes out of the spearmen. These Require Shields, but not body armor (the late Greek, early Macedonian phalanx did not, in fact, use it). Phalanx gets attack and defense bonuses over simple spearman BUT it can't operate in rough country, gets severely penalized in woods, forests, swamps, etc - anything but open ground like plains or grasslands.

Point is, all these units (spearmen, bowmen, swordsmen, phalanx) can be represented by 3 icons (spearmen, bowman, swordsman) with appropriate color changes (leather brown to bronze, add shields) to indicate the Upgrades.
For Ground Troops, mobile Chassis would consist of Horses, Elephants, or Chariots until the internal combustion engine allowed you to Motorize (haul in trucks) or Mechanize (haul in armored vehicles and build tanks) Horsemen are not Upgraded by putting a phalanx on a horse - riding horses is a Special Skill usually connected with a Special Class of People (equestrian Order in Rome, Knights in Indo-European cultures - the term is found in ancient Rome and Greece as a Social Class) So the basic leather-cloth-clad horseman gets bronze armor, changes his spear for a sword, adds iron (mail?) armor, adds a Lance (not the same as a spear) and eventually Upgrades all the way to a Steel Plate Armor + Lance = Knight.
Then someone builds Musketeers and Gunpowder weapons have the Special Attribute of ignoring all armor effects on non-mechanized chassis! Goodbye knight, hello unarmored cavalry again...
The entire gamut of current military ground CivII/CtP units up to the modern period can be represented by less than 25 icons with variations like color changes added to them. This is doable, or should be by any competent modern game design group...

JT
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posted May 21, 1999 18:50     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Hmmmm.....intresting...realistic.......doable......makes people think of tactics......would provide fun as heck wars.... DANG THAT'S A GOOD IDEA!

You've made my list of 3(I think) posts to be officially copied and E-Mailed to BR with the MASTER LIST. Congratulations!

PS: Unless, of course, someone can come up with a really good argument against you, but that's unlikely to happen.

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EnochF
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posted May 21, 1999 19:03     Click Here to See the Profile for EnochF   Click Here to Email EnochF      Edit/Delete Message  Reply To & Quote Message
Yes, I agree, Diodorus, but what about after that? I agree that early units basically consist of a Soldier and Mounted Soldier chassis, but once you reach Steam Engine, you're discovering one chassis after another. An ironclad, a destroyer, a cruiser, a battleship and an AEGIS each has its own chassis. The amount of "pieces" to assemble will spiral out of control in modern ages.
JT
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posted May 21, 1999 21:10     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
As I have pointed out before, the cruiser, battleship, destroyer, and AEGIS do not have to be different chasies(sp?). There are several ways to simplify the chasies. In my version, these would be the chasies:

Infantry
Horseback
Trireme
Frigate
Ironclad
Cruiser/Battleship/Destroyer/AEGIS(haven't come up with a name)
Vehicle
Fighter
Bomber
Copter

With the appropriate tech, the chasis could be advanced, for example, with Navigation, you would get the Frigate tech, but it would only have the strengths of the Civ2 Caravel. Then, with Magnetism, the movement points are advanced, with Metallurgy, the A/D/F/HP are increased, and so is the transport size(can build bigger ships). Also, the "limit" for A/D/F/HP/M points for sea units could be be set higher. Let's say it advances with Navigation, Magnetism, Metallurgy, Steam Engine, Electricity, Automobile, Steel, and Rocketry. There could also be certain special abilities that take a way a number of points and certain areas. The carrier deck could take away 5 pounts and attack, transport ability could take away 3 points and attack, the 2x air defense could take away 7 points.

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Captain Nemo
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posted May 21, 1999 22:04     Click Here to See the Profile for Captain Nemo   Visit Captain Nemo's Homepage!   Edit/Delete Message  Reply To & Quote Message
I suggest more flexible unit capabilities:

Give certain units better abilities against certain others in a "flexible", tabular format: For example assign an "motorized vehicule" flag to units A, B, C and D, then assign a "double attack against motorized vehicule" flag to unit E (Call it an anti-tank weapon)(This idea stems from my experience with a lot of scenario work where the inflexibility of the CivII "rules" becomes noticeable)

Same idea for air defense, air attack, cavalry defense etc...

The same should be the case for the ability to travel on each type of terrain...For example tanks, cavalry, trucks should not be able to go through jungle/swamp terrain (Except if road/railroad). Mountains should be real barriers to most units except units with mountaineering ability. Some units should be able to travel both land and sea. Glacier squares should require special type of units too. Some units should be confined to road/railroad squares (Freight trains, freight, trucks).

In the same way there should be some modular way to turn off attack capability between two units such as the land/sea units no being able to attack air units and submarines
not being able to attack land units... For example air units attacking minefields?

Some new unit ideas:
Sea trade unit (Merchant ship)
Air trade unit (Cargo plane)
Sea mine/land mine (Invisible to most units)
Units that can attack from a distance without risk of being destroyed (Artillery & bombers)
Get rid of the stupid combat rules where entire armies are wiped out by a single attacker!
Ability of air units to fly over enemy land units without attacking them.
Ability to engage ground forces under air cover with ground forces(Why can't a battleship engage an Aegis cruiser located under a stealth bomber??)
Air and land transport units
Air refueling units...

Trachmyr
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posted May 21, 1999 22:18     Click Here to See the Profile for Trachmyr   Click Here to Email Trachmyr      Edit/Delete Message  Reply To & Quote Message
How about diffrent sizes for chassis... this would allow for a real diffrence between cruisers and battleships, ect.

Even ancient units can use this... you choose "Mount" as a chassis then for size you big "Large": poof, you got an Elephant (can't forget elephants).

Also Locomotion should be diffrent than the chassis. Land+small+wheel you get a jeep, Land+large+track you get a tank.

This will allow for the plethora of modern units currently available IRL.

JT
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posted May 21, 1999 22:23     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Exactly. The "plethora" of units would be too many. We need a small number of customizable units.

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VaderTwo
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posted May 21, 1999 23:09     Click Here to See the Profile for VaderTwo      Edit/Delete Message  Reply To & Quote Message
JT, I like the list of chassises, but we're missing: missile and/or any satellite and space units.
the Octopus
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posted May 21, 1999 23:32     Click Here to See the Profile for the Octopus   Click Here to Email the Octopus      Edit/Delete Message  Reply To & Quote Message
Let me say that I wasn't too crazy about the SMAC unit system. With the modular units that all looked more or less the same, I could never reall feel a sense of "connection" with my units. They were just "infantry", "speeder", and "needlejet". They just all seemed so bland and uniform that they really detracted from the game for me. In Civ II all of the units were very different, both graphically and in function, and I felt that I could "relate" to them better. I wish I could explain what I mean more clearly (because I'm sure this post isn't very helpful in a concrete way...) but SMAC just lacked a certain something in the units. I don't want Firaxis to do the same thing again with Civ III. I don't know if the unit workshop is a bad idea altogether, or if it just needs to be changed somehow (how?) or what, but I didn't like the way SMAC handled it.
Trachmyr
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posted May 22, 1999 12:10     Click Here to See the Profile for Trachmyr   Click Here to Email Trachmyr      Edit/Delete Message  Reply To & Quote Message
Octopus,

I agree that SMAC units were lacking and were very cheesy, that's why I would like to see that the choices of Chassis, (size) and Locomotion give DIFFERENT base graphics, not simply add parts. When it comes to Armour, power plant, weapons and some special abilities, then you could "add" parts to the basic unit graphics.

Example:

Light Land + Wheel = Cycle (they were used in WWII
Medium Land + Wheel = Jeep
Heavy Land + Wheel = Truck
Medium Land + Track = Medium Tank
Heavy Land + Walker = AT-AT style mecha
Light Sea + Propeller = Speedboat
Heavy Submersabile + Aquajet = Stealth Sub
Heavy Air + Wing = Bomber (power plant decide prop/jet)
Light Air + Rotary = Light Chopper

This way you can have custom units without the blandness of SMAC units

P.S. Ancient Units

Infantry + None = Infantry soldier
Infantry + Horse = Calvary
Chariot + Horse = Chariot
Infantry + Elephant = Elephant calvary
Siege + Wheel = Frame for catapult, ballista, ect.

JT
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posted May 22, 1999 09:26     Click Here to See the Profile for JT   Visit JT's Homepage!   Edit/Delete Message  Reply To & Quote Message
Not really. Select the "conventional payload" weapon with air units and it turns into a missle. The payload wouldn't be available to other types of chassis.

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NotLikeTea
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posted May 22, 1999 10:32     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea   Visit NotLikeTea's Homepage!   Edit/Delete Message  Reply To & Quote Message
Little idea for a non-combat unit.

Missionary/Propagandist - Could be used by any government type, though more succesful with some than others. COuld be sent into other cities to make them support your government type. Not a spy, capturing cities, but inciting public pressure to get another civ to change thier government type (assuming public pressure, civil wars, etc is ever implemented). Would be able to select what you want them to work on (Encourage democracy? Capitalism? etc.. only your own choices are possible). On the home front, they could act to keep your people in line, agreeing with your policies, and decreasing fallout from revolution. Would be especially suited to Capitalism, Fundamentalism, and Communism. Could lead to fun cold war!

Depp
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posted May 22, 1999 10:35     Click Here to See the Profile for Depp   Click Here to Email Depp   Visit Depp's Homepage!   Edit/Delete Message  Reply To & Quote Message
Please, no unit workshop. In MSAC all units were the same, and all were based on new techological advances. But here on earth, in the real history, tactics has played as big a part as new weapons.

Phalanxes + horses= Useless, if you havn´t developed the tactics to use them (and i don´t really think they can be combined either)

Tanks were initially just artellery support until the germans brilliantly shocked the world with the blitzkrieg, a all panzer thrust with supporting infantery.

SnowFire
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posted May 22, 1999 14:07     Click Here to See the Profile for SnowFire   Click Here to Email SnowFire      Edit/Delete Message  Reply To & Quote Message
Hmm... oh yeah, refugees. I remember suggesting them waaaaay back in July for SMAC, but they missed the cut. Refugee-popping will be much more fun than Partisan popping, even though it might count as an atrocity.

On radiers: Call 'em radiers instead of guirellas, and the most important thing is that they don't lose a turn when they pillage. Lawrence of Arabia did not sit around after he blew up the Turkish rail tracks, he made tracks into the desert. So stats of 4-1-2 (ignores ZOC, treats all squares as road, loses 1/3 movement point for pillaging instead of turn) would be perfect.

Btw, biplanes won't be dropping any paratroopers, they're too weak. Best just to keep the actual dropping planes of the paratroopers invisible, IMHO.

And oh yes, especially heroic units who've reached the "elite" skill level should get special names, like the Railroad Tycoon I speed record trains (I'm taking a ride on the SnowFire Bullet). Not all of them, but say every fourth unit that reachs elite.

I also like the "You need special buildings to build x" idea. A stables for cavalry should also temporarily increase movement from a city by one- even normal land units get an extra move (for that turn) when they start their turn or enter a city. The stables should change its name to "Railroad depot" or something in the modern age, though.

Diodorus Sicilus
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posted May 22, 1999 16:56     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus      Edit/Delete Message  Reply To & Quote Message
- You folks will have to forgive me for late replies - I can usually only get back to the forums once a day at most - this "life" stuff keeps getting in the way...
RE Chassis:
You can have fixed or semi-fixed chassis, because if you go wandering off into all the possible variations on a theme of "powered wheeled vehicle" the game will be virtually unplayable and unprogrammable. Also, some Chassis have very distinct liabilities and limitations in design. Examples:
You can't design your own horse. Yeh, yeh, you can breed bigger and faster ones, but in fact there were horses big enough to carry an armored man (head to foot) and wear horse armor at Gaugamela in 322 BC, so you can essentially have any size horse you'd resonably want very early - let's not go crazy: if you got horse, you can put a man and any man-size armor and shield on the horse.
Elephants come in different sizes (3 distinct breeds, before one of them got wiped out by everybody in the Mediterranean area using them in battles and circuses) BUT who cares? Any elephant is bigger than anything else on the ancient battlefield, so relative size only matters if it meets another elephant: again, let's not go crazy here.
Let's keep it simple on the sea (fine alliterative motto, that). Hulls come in two flavors: built for speed, built for cargo. Warships before gunpowder were almost always in the Built for Speed category, with little or no cargo capacity. Everything else was Built for Cargo. Add types of sails, oars or sweeps (difference between Penteconter, Trireme, and Galley) and just about every ship up to gunpwder can be accomodated.
Iron, Steam, and Guns:
Frigate is Built for Speed Hull big enough to Mount Cannon. Essentially, you get an Advance that allows you to put together enough sail power for a bigger Built For Speed Hull, add Cannon (another Advance) and Presto= Frigate (or Ship of the Line, which is Built for Cargo Hull, Advanced Sails, and lots and lots of Cannon).
Steam Frigate is our wooden cannoned friend upgraded with Steam Engine - didn't last long, because the Iron Hull allows armor and the Explosive Shell made wooden hulls death traps - anybody making notes on these Advances I'm throwing out here? Steam frigate is a slightly faster transition ship, but an easy graphic - add a black smoke stack to a Frigate icon, trailing smoke...
Modern Hulls, aside from submarines that are a separate Bucket of Fish, come in three types: Detsroyer Hulls (built for extreme speed and maneuverablity) Cruiser Hulls (compromise) and BattleShip (wide) hulls - variations on our old Built for Speed, Built for Cargo options. The destroyer hull is ONLY useful for destroyers - the carrying capacity is so low they are practically out of date today, when the smallest warships are Frigates or 'Destroyers' that are as big as WWII light Cruisers.
The Cruiser Hull is in many ways the most useful - modern Frigates, WWII Cruisers, most Aircraft Carriers - also Fast transports (Amphibious Attack Ships)
Battleship Hull (Built for Cargo with Armor) are the slowest - it takes a lot of engine capacity to drive that sucker through the water - BUT it has the potential for the most proection - room for compartmentization, armor, redundant systems, etc.
A modern advance if deemed necessary, might be some kind of extreme Engine that allows you to drive a Very Large Battleship Hull through the water - this would be the modern 200,000 ton+ tankers, which are bigger than any warship simply because no one puts that many military eggs in one basket any more - but it Could be Done If Someone (Joe Joystick the Gamer, furinstance) Wanted To...
Aircraft 'chassis' are limited by metallurgic, aerodynamic, and engine power advances. The limiting factor could be that the computer uses a sliding factor in calculations - the more engines you hang on an airframe, the less advantage you get out of each one: there were prop aircraft built with 6, 8, 10+ engines, but they were lumbering targets - too big for the technology, so to speak. Thus, aircraft devolve into Built for Speed (fighters, interceptors), Built for Cargo (transports, bombers), and Special (helicopters). Hang the right engine on it, and you got Pursuit (fighter with prop engine), Interceptor (jet fighter), Bomber (prop multiengine cargo chassis) or Strategic Bomber (need better name, but for now...) (jet engine, cargo chassis)
Each Chassis has a Capacity. Horse, Elephant, Chariot are pretty fixed: 1 man per horse, up to several men per elephant of chariot, but the Weapons System wouldn't differ in effect appreciably (kill one elephant and the whole system crashes, so to speak). Late Chassis (hulls, airframes) would have capacities that could be upgraded (bigger hulls, more powerful truck/tank chassis) but what you hang on it would have limits: Try to put over, say, 50% of the capacity (weight) into engines for speed, and the return falls off dramatically - that last tile-per-turn will be very, very expensive...
(Almost forgot) On the ground, keep the modern 'chassis' simple: Motorized or Mechanized. Motorized is all the wheeled vehicles. You can get Advances that make 'em bigger, but they are basically penalized severely when they move into rough country - but get a BIG road bonus: this is how you get your Artillery (towed) and infantry to move fast. Motorized Chassis in which you put all the allowable capacity into Speed with no Armor (protection) and little capacity to carry any weapons - you have the effect of a Motorcycle or Light Motorized unit - which you should use, as they were, for reconnaissance.
Scout units, by the way, in modern terms, ould be those with Special Attributes piled onto the chassis that give them 2+ tile range of vision.
Finally, I thoroughly agree with the previous Post that there should be a lot more Special Interactions between different types of units. Cavalry/Mounted Units should be very hard for early Cannon to hit, because the guns were practically immobile and hard to "train" to track moving targets. To use an ancient example, a Phalanx with iron Armor and weapons versus a Legion in open terrain had virtually the same factors. The Legion's advantage came in that on any kind of rough ground, it still had the same factors while the Phalanx would be seriously penalized. Phalanx is death to Mounted units from the front, but gets cut to bits if hit in flank or rear. Legion has no special defense against Mounted, but can react well to flank or rear attacks. If we have a special Battle Screen or other 'detailed' battle system, it has to reflect this stuff...
Ralph
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posted May 23, 1999 07:01     Click Here to See the Profile for Ralph   Click Here to Email Ralph      Edit/Delete Message  Reply To & Quote Message
New special unit: The “Red Cross-unit”.

No defence/attack capability, speedy move-rate. Destroying an enemy R.C-unit gives atrocity-penalties in your relation to all other Civ´s.

Special ability: Can restore the health-bar in one wounded unit from red to full green (and by doing so; give that one unit a new second move/attack-ability WITHIN the old turn) before returning to nearest city for “refuelling”.

To avoid unbalanced game-problems: Any drawbacks needed?

Depp
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posted May 23, 1999 08:24     Click Here to See the Profile for Depp   Click Here to Email Depp   Visit Depp's Homepage!   Edit/Delete Message  Reply To & Quote Message
You should be unable to control the red cross units, they go on their own towards nearest battle and begin healing units on random.
mindlace
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posted May 23, 1999 14:54     Click Here to See the Profile for mindlace   Click Here to Email mindlace   Visit mindlace's Homepage!   Edit/Delete Message  Reply To & Quote Message
MUSKETEERS/GUNPOWDER:

I more or less agree with the discussion RE: aincient and modern units, but we must keep in mind that gunpowder as a unit weapon was *not* adopted for it's ability to pierce armor.

A soft lead ball fired from a musket often did not pierce the flesh, much less armor.
Furthermore, bows and crossbows were/could be much more accurate than the first gunpowder weapons: Firearms did not supercede arrow weapons in accuracy until the development of rifling.

It was the crosssbow and, I believe, the compound bow, coupled with steel tipped arrows, that did in Mideval style armor.

(cannons, did, of course, limit the effectiveness of _city_ armor, but that's another topic)

The foremost reason for the adoption of gunpowder was that the training required to use firearms was much less than that of arrows. It could take years to get someone to the point where they could use arrows effectively, consistently, and quickly- 3 months of training, and you've got your rookie stuffing, locking, pointing and shooting.

Therefore you could field much larger armies faster as long as you could produce firearms fast enough.

So I say, that at least for the initial gunpowder units, that while they _don't_ mitigate older armor, they're much cheaper than their counterparts with arrows/swords/what have you.

Diodorus Sicilus
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posted May 23, 1999 22:47     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus      Edit/Delete Message  Reply To & Quote Message
You touch on a VERY important point: that the 'cost' of a unit is far more influenced by the cost of training (and keeping the men trained-upkeep) than the cost of the weapons themselves. Personally, I'd like to see the initial cost of units lowered relative to general Shield/Gold amounts produced and available, but the Upkeep cost of the units vary depending on the real 'costs'. As mentioned, longbowmen trained to operate in an ordered mass (the real secret of the English system - longbows themselves date back to the Kaduchi in the Middle East in Xenophon's time), or musketeers trained and kept up to Veteran (or Elite, or Commando - whatever the top grade is) would be expensive to keep, because they have to be kept trained: and even a couple of days a week out of the workforce (the training of the English Yeomen) is appreciable time from production.
Putting the major cost in the Upkeep would also allow a distinction between Standing Mass Armies (relatively rare) and Militia or Conscript forces, which are equipped and trained and then sent back into the workforce until they are needed: once men and weapons are put together or produced, you could raise (with the proper Government-Social Organization) a massive army of Green Troops of, say, Musketeers, really quickly. Veterans, specialized artillerymen (cannoneers) and cavalrymen would take longer, because they all take longer to train and it's more expensive to maintain their training.
Valid points concerning the death of armor, but the fact is that when individual gunpowder weapons became general in Europe, armor became increasingly scarce, whereas during the High Middle Ages, the long bow and crossbow simply caused the armor to get thicker- steel plate and specially shaped armor was the result. The final note on soft lead balls and armor was said at Waterloo: after the battle British soldiers complained that French cuirasses (chest armor for cavalry) made great soup kettles, but they couln't find one without a bullet hole through it!
In any event, for Game Design purposes, it's elegant to have Armor effects keep getting better and better, and have the Singularity Event of individual gunpowder weapons drop or remove the Armor effect: for all the talk by theorists, no army has ever given up gunpowder and gone back to other missile or personal weapons voluntarily- in 1690 after a won battle, one French general noted French pikemen had all thrown away their pikes and picked up enemy muskets - the soldiers, at least, knew which weapon they prefered!
Isle
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posted May 24, 1999 09:14     Click Here to See the Profile for Isle   Click Here to Email Isle      Edit/Delete Message  Reply To & Quote Message
I was going to descripe how I envision custom designed units, but so many others have already presentet so many incompatible ideas, that adding one more wouldnt add anything but more confusion, there is though a couple of details that could be used in most models.

Train-artillery: Awailable well before tanks, since prereq is only steamengine, and can carry much larger weapons. Was widely used in WW1, before tanks became effecient enough.

Jeeps and trucks: Modern infantry is moterized to keep up with the tanks, its really stupid having to wait for to your infantry to catch up in SMAC/CIV2/CTP.

If a unit design screen should be implemented, it should definitly not look anything like the one in SMAC. One: because the units of history vary much more than those in SMAC, and two: because it wasnt even good to design SMAC-units with.
A better solution would be, first to have a screen were you choose the base-unit/chassis, and then a screen were you only have to deal with details relevent to that base-unit/chassis.(e.g. no 2 feet steel armor for infantry, no leather armor for tanks and NO swords for jet-fighters.)
You would neither have to worry so much with having to many diffent base-unit/chassis, since you would have an entire screen to order them nicely and intuitively in.

[This message has been edited by Isle (edited May 24, 1999).]

Kropotkin
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posted May 24, 1999 10:54     Click Here to See the Profile for Kropotkin   Click Here to Email Kropotkin      Edit/Delete Message  Reply To & Quote Message
ON GUERILLA/PARTISANS AND REFUGEES

Refugees If a city is caputed by the enemy i think that if a Refugee unit is to be used in the game, it wouldn't be under player control.

The refugee would move a couple of tiles and then set up a refugee camp. This camp would work as a city in the sence that it would take up space and use the tile that it's situated on thus stopping any civ to use that tile for production (if two refugees in the same tile then they would use two) and just be generally irritating.

After a couple of turns the refugees would give up its chances to move back to their home city (these refugees wouldn't be allowed by the new ruler for some reason) and would then start to move towards friendly teritorry. If the home city is liberated then the refugees would return.

When attacking a refugee you would be able to chose to kill 'em (bad for your rep.) or force them to move.

Partisan

I would like to see any partisan unit (if used) to have some special abilities.

* Some spy abilities, that is, terrorattacks or to start uprisings.

* Double terrainbonus when defending

* The ablity to, when attacked, to chose to move away and thus avoiding combat

* In Civ2 the partisans one got when a city was captured by enemies didn't need any support (no productionshields cost). I would like to take this one step futher; The support for the partisan would be paid by the city now controlled by the enemy. Other persons in the city that supports the partisans would help them with equipment and the partisans would also steel from the new ruler, attacking supplytrains etc.

Utrecht
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posted May 24, 1999 11:15     Click Here to See the Profile for Utrecht   Click Here to Email Utrecht      Edit/Delete Message  Reply To & Quote Message
One thing to keep in minf with all of this chassis discussion is the ability to customize.

So far all of your discussions have been great for an out of the box game, but run into some difficulty when I attempt to create a scenario.

IMO that is one advantage that the standard units have of the chassis/weopon model.

Consequently, I still have to vote against the workshop model. I think that it introduces to great of a level of complexity without adding anyting of substantial value. There are other areas in Civ where the complexity should be increased. We have to remember that the average gamer does not want combersome gameplay.

Diodorus Sicilus
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posted May 24, 1999 11:46     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus      Edit/Delete Message  Reply To & Quote Message
SMAC had "default" standard units, and I use them about half the time. The CivIII model should be something like that, in that most units are not that varied unless you want to play Trivial Military History Pursuit: every variation of sword and shield alone would give hundreds of combinations. The game model will have to be a lot simpler.
Example: I foresee, for ground units, the following basic "chassis":
Foot
Mounted - Horse
Mounted - Elephant
Chariot
Railroad
Motorized
Mechanized
Ground Effect

Possible additions/changes might be to add Mounted-Camel for some very specialized units for a desert Civ, and Wagon for Supply or Trade units (road bound). Ground Effect borders on the Dual: Sea-Land units. Future Chassis are up for grabs.
Motorized and Mechanized are general/generic terms for All Wheeled Vehicles and All Tracked Vehicles. Light Motorized would be jeeps and motorcycles with low carrying capacity but high speed, Heavy Motorized would be trucks to speed up your Foot/Artillery weapons. Light Mechanized would be self-propelled artillery, air-droppable tanks, etc, while Heavy Mech would be your basic Tank Chassis.
Some units would require not only purely Technical weapons Upgrades, but also 'soft' Upgrades. Best examples that come to mind are the Phalanx and Legion in ancient times: not everyone with Bronze weapons formed phalanxes, and no one with Iron/Steel weapons formed Legions except Romans. Why?
Because the Phalanx also required the concept of the Citizen or other large group of infantry soldiers, organized and trained and expensively equipped. The Peasant-Noble model of Social organization wouldn't support this: the nobles were too few to form phalanxes alone, and the peasants too close to subsistance existance to afford the time for training - or the expense of the weapons and armor. The Legion required a concept of extensive discipline and drill - time consuming occupations that required in turn a large class of people to support it - again, a Citizen group.
One addition to the game would be the Diplomatic possibility of selling or trading the Training required to form a Legion or Phalanx - Carthage hired a Spartan general and drill masters to whip part of her army into shape during one of the Punic Wars, and the Romans incorporated numerous non-Roman states' forces (the Italian city states before they became part of the Empire/Republic, furinstance) into the Legions.
The Standard units for a simplified Unit/Combat system would, like SMAC, reflect the standard historical models: Spearmen, Light Chariots, Heavy (scythe) Chariots, Phalanx, Bowmen, Legion, Pike Phalanx, Armored Lancer (with Fuedal Social = Knight), Musketeer, Riflemen, Infantry (machineguns), Tanks, Motorized Infantry, Cannon, Artillery, etc. The "build your own" option would give you those Patterns as Advances allowed them, and allow you to use them "out of the box" or modify them - trade armor or armament for speed in your tanks, for example, or provide Steel Plate (personal) Armor for your bowmen (not precisely historical, but possible).
There's no reason why a modified SMAC system of standard (historical) models plus restricted variations won't work.
The earlier post is dead on: your Armory screen will have to restrict possible Upgrades to the Possible, not the Fantastic. If you get Iron Weapons, you can build Iron (stabbing) Swords, Iron Pikes, or Iron Lances. Lances go to Mounted to form Mounted Lancers (unarmored Knights, if you will), Swords go to Mounted or Foot, Pikes to Foot, but neither Mounted nor Foot can carry both Swords and Lance/Pike as their main armament, and neither Mounted nor Foot can have Cannon as an armament and also have Armor of any kind or any other weapon - for that you need a Motorized, Mechanized, Railroad (armored trains, railroad guns - another good idea from Previous Post!), or Ground Effect Chassis. The limitations aren't hard to work out.

EnochF
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posted May 24, 1999 12:57     Click Here to See the Profile for EnochF   Click Here to Email EnochF      Edit/Delete Message  Reply To & Quote Message
Okay, so let's grant, for the sake of argument, that the chassis you just listed cover the gamut of land units, from half-tracks to horses. (This is only for the sake of argument now; I'm not ready to say a catapult is the same basic chassis as a cannon or howitzer.) Okay. Now you've got the air and sea to deal with. Even if, as some have naïvely suggested, you accept that somehow destroyers, cruisers and battleships are all made from the same chassis, then you've got to have separate chassis for carriers, transports and submarines. (And anyway, you go aboard a battleship sometime and tell me it's no different from a cruiser.) Then there's propeller fighters, jet fighters, stealth fighters, jet bombers, stealth bombers and helicopters, and each of those chassis has effectively only one relevant unit to affect. What, you thought you could upgrade your prop fighter by sticking a jet engine on it? I suppose you were going to modify the Wright Brothers glider to make it invisible to radar, too? While your idea would certainly cut down on graphics (what with phalanxes, legions, fanatics, marines and everybody all based on the same model), it just doesn't hold up. Looking at it from the standpoint of realism, it's woefully inadequate, and from the standpoint of gameplay, there isn't enough to be gained from the system we already have in place to make such a grandiose change. Okay, so you can design a mounted soldier with a crossbow, or a cavalry spy. Is that so spectacular?
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