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Author
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Topic: UNITS (v. 1.3): hosted by JT
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JT Civer
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posted June 07, 1999 12:48
The other one was over the limit. See UNITS Summary for (gasp!) the UNITS Summary. |
Sieve Too Civer
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posted June 08, 1999 09:49
WOW, what a list so far! Great job organizing all this JT!New class of Units: Biological/Chemical Weapons (I didn't find it on the list but I might've missed it) Early biological weapons need be no more than a diseased corpse catapulted into a besieged city. This was a common ancient tactic to overcome the impenetrable City Walls problem. A diseased unit loses 1/3 or their hit points. Further attacks by early diseases have no effect on the unit, as it becomes resistant. Later biological weapons are more devestating : 1/2 hit points lost, mobile units lose mobility for a turn, loss of veteran status due to green troops replacing sick ones, more contagious diseases affect 2 or maybe more units, highly contagious diseases affect all units in a 1 square radius. Spies would have a chance of "planting" a disease. With Rocketry, civs could deliver biological weapons from a long distance. Users of biological weapons should run a risk of self infection each time the weapons are meant to be used. This class of weapons would carry the same unhappiness penalty in Democracies as nukes. Likewise, the use of these weapons is generally frowned upon in the world community, but to a lesser extent for Fundamentalist civs. SDI would be a good defense for cities, similar to nukes. Advances like Sanitation, Medicine and Genetic Engineering could reduce or eliminate the effects of earlier weapons. In the field, a Patriot Defense System Unit could protect an area against later rocket delivered weapons. |
JT Civer
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posted June 08, 1999 13:26
It _was_ on there, but it was defined differently than that. |
Cartagia the Great Civer
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posted June 08, 1999 22:07
I'm not sure if this was on there, but I'd also like to see the inclusion of refugees. These units would be created, much liek Partisans from Civ2, but would have differant affects. They would have the 'everything is roads' ability, to show their fleeing from a fallen city. They would also take food from what ever space they ahve landed on, even in your own civilization, denighing food, and resources, to your permenantly housed civilians. For this reason you might have them flee, for a short period, to an allies territory, but it may make them angery at you. Unlike real settlers, all refugees could do is build cities, not roads, or irrigation, and their food consuption would make sure you don't want them on your land much anyway |
NotLikeTea Civer
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posted June 09, 1999 07:33
I advocated for refugees in SMAC too, but never got them.I don't think that they should be able to found cities, but should be able to join existing cities, and add a population point. I also like the idea of having them accepted by allies, but not to add a population point, obviously. Once they can come back to your civ, they should. I also don't think they should be too much of a drain on resources. Let's just say that each refugee unit (representing one population point) requires the same food as one population point in a city, and would take it from the nearest city (not crossing borders) Of course, attacking refugees is an atrocity, in the later game, at least. And whenever it happens, legal or not, it would cause some major hard feelings. Refugees cannot be disbanded. |
Francis Civer
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posted June 09, 1999 16:24
Not sure if this should go here or elsewhere, but NONE units should be eliminated. In the real world military units require support from somewhere; bribed barbarians should be no exception. Note that I'm not talking about your three free units under monarchy, etc. When you bribe a unit, you should get the option to home it to any of your cities, so that you can pick the one best able to support another unit. Exceptions to this would be partisans (always NON), perhaps settlers/engineers (in theory, might be able to support themselves on the fat of the land or something) and fanatics under fundy. But you'd still have to home the fanatics, because if you switched govs they might then require support. |
Mo Civer
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posted June 09, 1999 20:56
I think refugees should consume food from the nearst city with which their country isn't at war with. That city can refuse to give food but unless they truly don't have enough food to support them their reputation should go down. |
Mo Civer
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posted June 09, 1999 21:33
I think that you should be able to burn a city to the ground similar to smac, but it shouldn't be an atrocity early in the game. Artillery and ranged attacks against a city should destroy a city improvment or 2 during each turn they bombard. |
Eggman Civer
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posted June 09, 1999 22:58
Good call on the NONE units. But I think it would be better if they did away with a specific city supporting the unit. Make it the civ at large that provides the support. New York doesn't pay for the army, the United States does. Anyway, unit/city support optimization is boring. Get rid of it. |
Lung Civer
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posted June 10, 1999 02:14
Message to Francis -Many early military units lived off the land when they left their city of origin, and therefore should not incur any production penalty. This should be considered for certain units in the ancient age. |
Bird Civer
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posted June 10, 1999 14:03
My apologies if this has been mentioned before. There should be an air transport unit that allows you to transport more than one unit by airport each turn. I hate the limitations on using airports each turn, but I understand that it may be necessary for game balance. But there's no reason you shouldn't be able to build a transport, put x number of units on it, and send it off. Game balance is less an issue because (1) you have to build the transport and (2) there is a risk of losing all the units if the transport is shot down. |
Ecce Homo Civer
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posted June 10, 1999 14:21
Yes, units must be fed. The demand of food should depend on the number of people minus the yield of the terrain.This will mean that small armies can easily make it without food supply if they are not on a mountain or in a desert. Large, modern armies would always need food supplies. |
NotLikeTea Civer
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posted June 10, 1999 14:29
How much food? Keep in mind that one citizen only needs 2 food units (I think), and this represents many, many times the number of people as would be in a single millitary unit. I don't think feeding should be a major factor in the game. Realistic, maybe, but not really fun. Giving shields as support is good enough. |
Ecce Homo Civer
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posted June 10, 1999 14:40
Alright NotLikeTea. The idea of food support requires that the concept of food production is redone.Also - I think only vehicles should need shields (representing fuel and spare parts). |
Mo Civer
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posted June 10, 1999 17:29
I think it is better to just increase the limit that an airport can handle instead of making a seperate airtransport unit. Using airports there is also the risk of having your incoming unit being shot down if there is an enemy antiair unit within range. The only air transport unit that I think might be usefull is a transport helicopter. It can transport ground units small distances and can unload them even if there isn't an airbase around. |
VaderTwo Civer
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posted June 10, 1999 18:41
Since these posts are going to be sent to Firaxis soon and just in case they ignore many of our suggestions and just tinker with the CivII model (let's face it in gameplay SMAC was CivII with a few enhancement such as a world council and borders and improved AI), at minimum Civ III needs:an infantry unit between legions and musketeers let's call it swordsman a realization that a great many of history's naval battles took place between 1500 and 1850 before the development of ironclads and with more than frigates involved. So Civ III needs at least: fire galley (soon after triremes) (2-1-2) with ability to sink if ending turn offshore roman-type ship (3-1-2) medieval early galleon-type ship like the Great Harry built by HenryVIII with a castle-like structure on the stern (3-2-3) Man-Of-War (5-3-3) An U-2 type sub (6-2-2) Downgrade the battleship somewhat to maybe (10-10-4) and replace it with a dreadnought class ship with the battleship's old statistics Increase the carrier defense factor by 50% against sea units to reflect its air wing If anyone knows the correct historical names for some of the described units, please post them, I don't know them.
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Ecce Homo Civer
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posted June 10, 1999 20:50
Thanks VaderTwo, but the ships' movement rates should be higher - at least doubled.Before the late 1800s, ships were the fastest means of transportation - the seas were rather connecting than separating people. A fast ship should always be at least as fast as the fastest ground unit on a road. |
NotLikeTea Civer
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posted June 11, 1999 07:19
True, but I think that this is a case of realism vs fun. Faster ships would be better in the realism department, but the AI would be able to snaek into your territory easier, expolration would be much quicker, and so forth. It took Europe a very long time to find North america (if youi leave ot the vikings) and they had marvelous, quick ships. In civ, it could be done in a few turns after you get past triemes. |
Harel Civer
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posted June 11, 1999 07:33
It seems to me that increasing the scale of things in CIV III will do a world of good. Is it me, or they still program the variables in 8 bit bytes? For example, like MotLikeTea said, a popultion unit requires much more food then one military unit. Would it be that bad, for example, is you would reseive 30 food for a tile, and require 20 to feed someone, insteed of 3 and 2? That would allow us to assign food supply to units. Same thing with movement. Is it that hard, really, to create a bigger map and allow every unit to build faster and keep the movement rate more realistic? Indeed, it's very ease fo find america in civ ii. True, we KNOW America is there, but never-the-less. I think ( and probaly lot's of people allready said so ) that we should X10 civ III entire variable array. Finer control on things, realism and allow us to give things smaller bonus ( not just +50%, but more subtle changes ). Is it that hard to insert? I think not. It won't even change civ old model that much. |
VaderTwo Civer
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posted June 11, 1999 12:47
Perhaps a way of increasing the movement of ships without fundamentally changing the unit movement points would be to create different types of sea terrain.Current/Gulf Stream - 1/4 movement point Shoreline - 1 movement point Ocean (non-current and not on shoreline) -1/2 movement point
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JT3 Civer
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posted June 11, 1999 22:58
That would go in other. I like the idea, though.------------------ CIV3 Threadmaster of UNITS "We get the paperwork, you get the game!"
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Ecce Homo Civer
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posted June 12, 1999 12:21
NotLikeTea pointed out a drawback of increased movement rates. quote: The AI would be able to sneak into your territory easier.
True. Ships should generate Zones of Control, which would slow the movement of enemies. |
Bubba Civer
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posted June 13, 1999 16:23
I'm new to the Civ III forums so please forgive me if these are repeats:1. IMHO all units should be supported from Gold on a civilization wide basis, as is done in CTP rather than through production shields on a city to city basis. 2. Someone mentioned that they would like a General/Commander unit that would give a def/offensive bonus when combined with a stack of units that would become an Army. Others thought that this was overkill and wouldn't add much fun to the game. A fun version of this comes from the Civ II scenarios. Their might be a Great Leader special unit/s for each civilization that MIGHT appear randomly throughout the game and that would have to effect of either a defensive bonus or offensive bonus while in a stack (like a General) or a happiness or scientific bonus for a city (perhaps like plus 5 happiness/science). These units could not be rebuilt once destroyed and would be specific to the age in which they arrived. Moreover they would last only as long as that Age to represent their life span (Modern, Renaissance etc.) Some of these could be for example, Napoleon, Churchill, Wellington, Richard the III, Gandhi, Lincoln, Hitler, Shakespeare, Newton, Einstein, Lenin, Mao etc. In some senses this would allow one to get rid of some of the Wonders that are tied to people and in some ways is like Colonization, except that enemies could try to destroy these units. This would help to make every game special.
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Bigcivfan Junior Civer
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posted June 13, 1999 17:33
I have a suggestion about the partisan military unit. I think that although the Partisan unit belongs to your civ, in the game the unit is a partisan group of an opposing civ that is being funded by your civ. Therefore, I the partisan unit should be able to attack an opposing civ regarless of diplomatic state, but there is a possibility every time they attack that the link to your civ could be discovered, and then you suffer a reputation penalty and war could be declared. The partisans should be a little weaker to compensate for this ability, as they are mainly good for destroying military supply units (another possible concept?) and small military units. All partisan units should be made a neutral color so that civ's cannot tell who is funding rebel activity on their soil.... [This message has been edited by Bigcivfan (edited June 13, 1999).] |
Kaak Civer
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posted June 14, 1999 12:19
It would be nice if the game could keep track of a unit's history. I.E.: when it was created, battle history, etc...ideas?
------------------ Kaak Tribe of the Divine |
Picker Civer
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posted June 14, 1999 12:38
I think that officers are necessary, however, I think they should be integrated into the units that are already, and depending on the time period, should have a fight rating, or a strategy rating(in the olden days, low ranking officers led by example, and were ussually the in the front line, nowadays, they lead from the back). However, I think generals should be their own separate unit. Let's be honest, every army needs a chain of command. The units should also have a loyalty to thier civ, which affects the odds of them being induced into another civ, or rebelling against you.------------------ The Notorious P.I.K. "Read my clit, not gonna do it."
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philbo Junior Civer
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posted June 14, 1999 13:01
I would like to see tethered balloons (for observation up to 3 spaces away) as early as the 1600's. If there is weather in the new model, free flying balloons with no defense and a weak offense could be interesting. |
CormacMacArt Civer
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posted June 14, 1999 15:46
I realize that this is outside the present discussion, but I wanted to get my two cents in. I completly disagree with the idea of having commander units or captain units. The only thing that it adds to the game is another level of micromanagement. Units can rebel without there being a separate unit to lead them. |
Mo Civer
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posted June 14, 1999 23:04
Partians: Nice idea. To make the partisan unit more realistic the units that are created when a city is conquered should be controled by the computer even if it was your city. They should respect all of your diplomtic situations except if you make peace with their home city which is occupied. |
Alexander's Horse Civer
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posted June 15, 1999 12:24
I would like to have generals. They should have a range of modifying effects like diplomats. This would make more sense if there was stacked combat. |
korn469 Junior Civer
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posted June 15, 1999 04:53
i think the way units are supported should be changed. i think that a certain number of units should create a soldier specalist. it could be handled on a national basis so that depending up your support level that would be the number of soldier specialist spread throughout your empire. the soldier specailist would be like all other specialist(scientist, tax colloector, entertainer, doctor, engineer, transend)...one population of a city not working the land and this would represent the logistics and people need to keep a military machine running. like specialist in alpha centauri the soldier specialist would modify labs and economy. the modifier would be -2 economy -2 labs support level three 4 units create a soldier specialist 6 units to a soldier no penalties for the first solider two 4 units create a soldier 6 to a soldier one 3 units create a soldier 5 to a soldier zero 3 units create a soldier 4 units to a soldier minus one 2 units create a soldier 3 units to a soldier minus two 2 unit creates a soldier 2 units to a soldier minus three 1 unit creates a soldier 2 units to a soldier minus four 1 unit creates a soldier 2 units to a soldier each soldier specialist has a -3 labs/-3 economy modifier for example if 2 units create a soldier and there are four units to a soldier, you build one infantry man you don't have any soldiers, on your second infantry man you get a soldier and then you get your second soldier when you have 6 infantry men naturally when units were disbanded or killed the soldier specialist would turn back into regular workers if you lost soldier specailist in one city and couldn't create them in another you would have to disband units [This message has been edited by korn469 (edited June 15, 1999).] |
Ove Junior Civer
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posted June 15, 1999 09:45
New suggestion (I think. I haven't seen it in the forums):Instead of building units, build the weapons and vehicles. These can be put in storage (well, riding and fighting animals are an exception) and later be combined with people (taken from the population, lessening the workforce remaining) to form a unit. The unit can then be put in training in barracks/whatever. This would mean that unarmed militia could be quickly cobbled together (it just requires people). It also means that in order to maintain a strong industry/economy while waging war, other sources of production have to be considered (slaves/automation/equal job opportunities for both sexes/...). [This message has been edited by Ove (edited June 15, 1999).] |
Bubba Civer
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posted June 15, 1999 10:10
Dear Ove, that suggestion sounds very similar to the style of SM's Colonization. Although I liked the game most people found the micromanagement to much. Another (unrelated) idea. If their is a trade system similair to CTP with area specfic goods then an interesting unit would be to have a Tapper (I think this is from Imperialism), resource collector, courier de bois (for land) or fishing vessel (for sea)that could sit on a resource and send it back to a city. This would allow one to trade resources that are out of the reach of the city radius and are in places where cities are unattractive (arctic tundra) or currently unreachable (middle of ocean). These trade routes could then be pirated or the unit destroyed by a rival Civ. It would also be historically accurate in that it would model the fur trade in North America and the current fishing fleets of many nations. Any thoughts? |
Ove Junior Civer
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posted June 15, 1999 10:57
Here is my idea of how to be able to get into itty-bitty details and still be able to say no to micromanaging.A unit design interface (with lots of pre-designed units combined with save and load facilities) which lets you combine, people, animals, vehicles and weapons or special equipment to form named units. Furthermore, letting you combine units (of the same or different type) into larger units (battalions -> brigades -> divisions -> Army Corps -> Armies -> Army groups). And if combat takes place in a special window, also configuring the formations and battle plans of each grouping. Then, instead of building all the units that you think are needed for a surprise attack on a nearby enemy, you give the order to your production minister that you want a "panzer armee"/five legions/whatever. By dividing the different tasks (diplomacy/spying/research/trade/production/military/security/ecology/morale) among ministerial posts, you could hopefully let the computer handle the parts of the game that become tedious or uninteresting. Of course, to avoid AI stupidity, you will have to give detailed instructions at least one time to each minister.  example: You have given your diplomacy minister a directive to improve relations with your neighbour. The minister informs you that your neighbours insist on a special trade relation in which they will buy weapons for food. The ministers of trade, production and military tries to dissuade you from that course of action, because; you will lose money, your production facilities are already engaged with other orders and it is dangerous to arm your neighbour. You instruct diplomacy and trade to make the deal anyway, but delay the weapon shipments. Production are ordered to commence the weapon production and turn them over to military who will use them to make an attack army that can crush this insolent neighbour. [This message has been edited by Ove (edited June 15, 1999).] [This message has been edited by Ove (edited June 15, 1999).] |
Harel Civer
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posted June 15, 1999 12:11
A short notice:The last thread, as JT3 can tell you all, turned into a somewhat ugly feud about whatever a SMAC-like unit workshop should or shouldn't be included in the game. Now, it's time to sort it out diplomaticly. I and two other members asked MarkG to make the next apolyton.net survey about this. So, i think it would be great if we could get a real answer of what people REALLY want. It's in apolyton.net/civ3. It's an important issue, and would change the civ series a lot. ( besides, it's my idea, so it's got to be good! ) ). |
Francis Civer
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posted June 15, 1999 12:37
I like the idea of some kind of Exploitation unit that can send back resources to its home city.While others have suggested civ-wide support for military units, I'm not sure I can think how this would be done besides gold, which might be viable. I kind of liked Korn469's idea about soldier specialists to support military, but this would have to apply only to modern units--can't be taking your one citizen off the land to support a couple of phalanx units! I'm not sure I agree about the production/science modifiers though. You do lose the use of that citizen to work the land, which is already a penalty--or for big cities, the potential happines/sci/tax benefits of another type of specialist. Lung is absolutely right about early units supporting themselves off the land and by pillage. Early units could still be NON, I guess. Here's another idea--units should expire. There are times when phalanxes garrison my early cities until very late in the game. This is, ahem, ridiculous. At certain points--maybe major military advances, like gunpowder--you should have the option of upgrading these units for a reduced shield cost, or disbanding them. The upgrading process would automatically turn early NON units into supported units. Ove, interesting idea on avoiding micromanagement. See my post in the Radical Ideas forum. [This message has been edited by Francis (edited June 15, 1999).] |
Flavor Dave Civer
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posted June 15, 1999 12:42
"These can be put in storage (well, riding and fighting animals are an exception) and later be combined with people (taken from the population, lessening the workforce remaining) to form a unit."No for 2 reasons. The less important is that it isn't realistic. The number of folks doing the actual fighting has always been a small percentage of the total population. The other is game play. If one player runs into another player's size one city, that city would be force to activate its units. But then, when it took the "citizen" out of the fields, wouldn't the city starve? Bubba--as far as your idea goes, I made the suggestion that we adapt the explorer to allow him to perform the function "t", which would create a trading post. Or, you could have a new unit, a miner, that could do the same thing. |
JT3 Civer
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posted June 15, 1999 14:33
THREAD CLOSED THREAD CLOSED THREAD CLOSED |