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Author Topic:   UNITS (ver. 2.0): hosted by JT3
The Brain
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posted July 05, 1999 18:29     Click Here to See the Profile for The Brain   Click Here to Email The Brain     Edit/Delete Message
What do you mean? I think it's a good idea! I would like to take over cities without any destruction. That goes same with taking over units.

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Acctually I'm a genetically altered lab mouse plotting to take over the world!

Alexander's Horse
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posted July 05, 1999 21:49     Click Here to See the Profile for Alexander's Horse     Edit/Delete Message
I would like to have a leader figure, as posted above. The main reason is that I find the game a bit impersonal/lacking in drama. Its a bit like chess without a king at the moment - its one major weakness (IMHO).
Flavor Dave
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posted July 06, 1999 15:16     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Brain--yeah, it would be cool if diplomats and spies could incite revolts in enemy cities, or bribe enemy units, much like your priests would convert.

Oh wait, they already can do that...do you see his point now?

Jon Miller
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posted July 06, 1999 19:33     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
Hello all

I think that building units should take down population in respect to the size of the unit, but I am not really sure how this could be carried out as of yet

one idea that I have is that cities that are producing units take man power from a national group of population reserved for that purpose (and disbanding a troop would add the disbanded strength to the stockpile)

and one could also move from the stockpile to any city with national or regional government structure or any city connect to one by roads, railroads or the like that are free of enemy zoc and the same method is used when removing a population point to go into that stock pile

the amount of people that went to make that population point (in civ2 the first was 10000 the next 20000, etc.) would go into your stockpile

this would realistically give the edge in combat to those civilizations that are larger

then that national stockpile, which would be divided evenly between the (or as dictated by the social engineering choices) between the cities of national and regional government (for the occasion of one of those cities being blocaded from the rest), would be used to form the units

(maybe something like the courthouse would denote regional government and the palace would of course denote national government)

each type of unit would require different ammounts of people depending on the social settings and technolgy and type of unit

a city (or regional or national government or a city connected to one by an unbroken, by enemy zoc, road) would then pay the production price to train and equip that unit

there would be technology that would change the available organization choices allowing for larger groups to work together and thus units that are larger, a good example of this would be the radio

each like 1000 combat strength (number subject to debate) would be represtented in the game by like 10 hp

an alternate idea is to have the respective particpants of a battle have their respective combat strenth taken down by the largest common denominator and then the ratio used as their respective hps for that battle

combat strength would be found by taking the whole size of the unit and subtracting a precentage that reflects medicine tech level, organization tech level, organization type, terrain type and army(ies) type

for example a settler unit would be cheap to build but would take a lot of population away from your stockpile, which would make sense

some examples of combat strength modifications:

in jungle more people would be sick - less combat size
if medicine is better less people are sick - greater combat size
in ancient times there was often a lot of people who did not engage in combat who traveled with the troop - less combat strength

also, for those units who work the land, the time factor for finishing the work would be related to the combat size, showing that larger groups of people can get more done

this idea would also take care of that strange occurance in civ2 where a settler that takes you down a million population works the same as one that takes you down 20 thousand

this idea would also but more ballance into the game by making big cities more worthwhile and go against the strategy of producing thousands of small cities (my favorite strategy)

please comment, this is just one page of my ideas and I have many more, but this post is getting a little long

Jon Miller

E
Civer

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posted July 06, 1999 19:38     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
I like the population cost of units idea it is more realistic and it makes it more challenging. I makes you think about what your priorities are. Maybe some units should have a life expectancy/ service expiration of # of turns too (should be an optional feature or editable in the units editor) that way we can upgrade easier or deal with challenges like the US military does today of trying to keep people in and trying to get people to sign up (Rome had this problem at one point too).
[This message has been edited by E (edited July 06, 1999).]
E
Civer

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posted July 06, 1999 19:40     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
I'm still for the leaders as units and have random occurences (like special leaders rising from the ranks, and it would work good to have revolutionaries as a new type of barbarian). Headquarters could be a technological development because in the ancient days the leader was a participant and also one of the decisive points on the battlefield. I still think leaders should have a command and control range too, so you can only activate units in there range (instead of having rogue legions walk around they need leadership and a way for you to communicate to those leaders)

Unfortunately revolutions and revolts in the cities is done too simplisticly in civ, you really can't wage an insurgency or a counterinsurgency low-intensity type of war (if i could think of a way i would suggest it, give me time ). that would add more to special ops and leaders and go to a suggestion I had in the COMBAT thread which is to diversify war because Civ sticks to a really basic view of warfare (conventional mostly and try to take the cities, not really what military history was about).

I love the "have resources availlable on the map" idea (kinda like Age of Empires) but make it include horses and elephants and livestock (the native americans didn't have horses until europe brought them and the elephant story is the same) this would make it more challenging to build units and give a cultural feel too. (this should be mentioned in the terrain thread I'll lend my support there too).

Brain: I'm not a big fan of your religious units, they are represented. The "jesus" idea really killed it, maybe if you atleast tried the term "martyr" it might not have seem too out there.

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"He who makes a beast of himself gets rid of the pain of being a man."
- Dr. Johnson, from Fear and Loathing in Las Vegas

Theben
Civer

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posted July 06, 1999 20:17     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Norton anti-freeze my a**... Okay 2nd time:

Brain,
Flav Dave has a point. Spies are already powerful enough; any unit more powerful than a vet spy is not something I want. Actually I want LESS units overall, and spies should be abstracted to a espionage screen. The only single person unit I want is a generic military "leader".
My point was that religion has been a touchy topic here. Just check out the "Real Religions in civ3?" thread in the Suggestions forum. Even after I tried to explain my position I received negative responses. So care is called for when discussing religion. And the "Jesus" unit really turned me off, although I wasn't crazy about the rest anyway.

Jon Miller & E,
I'm still against units causing pop reductions, for the above reasons (7/3 post).

Actually the Native Americans had horses before the Europeans & Asians. Unfortunately for them, they didn't domesticate them but instead hunted them to extinction, while others migrated to Asia, then to Europe. In case you wanted to know.

Jon Miller
Civer

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posted July 06, 1999 21:11     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
my next post

topic: settlers (or the like)

there should be settlers like in civ that improve the terrain

the biggest reason for this instead of public works is that public works does not make sense in military situations

One thing I hated in call to power is that I could not send a settler to build forts, railroads, roads, and airports when fighting in enemy territory

I always in civ send settlers or engineers for an attacking army

of course you should be able to build stuff in enemies land whenever you want (that is the reason they have that limitation there) but you should also sometimes be able to and that distinction can only be had with a unit

also if one civilization is invading another the defending civilization should not be able to improve at their own leasure, no, the invader should be able to destroy the improvers

this of course leaves the tiring mircomanagement of improving during peace with settlers

this can be solved, as I see it, in either of the following ways (maybe both):

have a competent auto ai with a lot of choices to choose from like farm and road only or road only between cities or improve only in a certain city radius or improve only within the bounds I set (which would then be set by clicking certain points that have a line connecting then and ending when you click the original point), of course this would be devided into different sections such as what improvements do I make and a lot of choices (multiple ones can be picked such as: mine mountains, mine hills, irrigate plains, road plains) and then a seperate section of where do I make them and a lot of choices (such as the bounds choice or the city radius choice or the road between cities choice) and finally there would be a third section with special choices like as soon as a foreign unit moves within seeing radius alert and then when such a thing occured you would get a message at the beginning of your turn asking if you want the unit to cancel action or continue on auto

long paragraph

an alternate idea (or maybe both should be included) would be to give each settler a building queue that would show you the order of their jobs, where their jobs are to be done (the location numbers and maybe if you click on that entree it shows a picture of that square and moves your cursor there), and what they (the settler) are going to do there

as I mentioned previously in the units thread, the time it takes to do an improvement project should be a factor of the size of that unit but this idea would only work if my size idea was accepted

settlers should be able to be protected by small armed attachments that are hooked with the unit, modern settler type units would have guns with them providing some defense, their unit in actual combat would have a large subtraction because of its type (if my size idea is used)

canals and terrain changing as well as bridges and tunnels should be possible, maybe not as drastic of height changing as smac though

Jon

Jon Miller
Civer

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posted July 06, 1999 21:29     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
I think my idea for size would work, Theuben, and especially in ancient times the ammount of troops gone for war was significant, and by the way, I assume that over time, just like in civ, people leave the army as they grow older and join the work force and people leave the work force and join the army, thats what that miliatry service thing was all about, the farther the troop was from the civilizations cities, the longer it was before people where transfered back into society and the longer the time of military service, my pool of avaiable people would ba a constantly shifting party of the young, like those available for the draft


Jon

Flavor Dave
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posted July 07, 1999 13:31     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
"Unfortunately revolutions and revolts in the cities is done too simplisticly in civ, you
really can't wage an insurgency or a counterinsurgency low-intensity type of war (if i could think of a way i would suggest it, give me time."

I do this now. I do it when an AI is tired of me buying his cities and goes democracy. Lay siege to his cities, to starve them and deprive them of arrows. Build tons o' spies, and either have them randomly destroy buildings, or go after the money and happiness stuff. It's really fun when you see that a city is paying for improvements that cost way more than the revenue it's generating, b/c you've destroyed the bank and marketplace. Also, destroying the happiness stuff forces either revolt (and no revenue) or an increase in luxuries.

Also, remember that in demo, each unit needs a sheild of support. Occupy all mined hills and buffaloes, and watch the enemy city go from producing 15 shields to 5. It's gonna take a while to build that factory now, ain't it?

"I like the population cost of units idea it is more realistic and it makes it more challenging."

Wrong on both points. It isn't realistic, unless the population model is radically changed. The US has a huge military, yet it's a speck compared to our total pop.

2nd, it wouldn't be more challenging, it would be easier. You understand the power of we love days, and the computer doesn't. So, late in the game, you're going to have vastly larger pop. than the AIs. That would mean that the AIs couldn't support a huge military, and you could. Using your idea, as long as I survive to build the SoL, it's all over. I go demo, go we love to get a huge pop., then build an unmatchable military.

We love already is unbalancing toward the human; it will get worse under your idea.

Jon Miller
Civer

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posted July 07, 1999 15:27     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
hi

topic: generals

If there are generals in this game they should not be like in moo2 (and diffinitely not like in mom) because they would be too powerful

If generals are in the game they should not be bought as in moo2 or mom, did the confederacy pay an arm and a leg for Lee or Jackson? was pay even a factor for them? The answer is of course no and no like it would be for every other famous leader of men. If history provides any telltale of human experience (which we are at some level trying to recreate) mercenaries have rrarely proven to be the greatest generals.

mercenaries themselves matterred numerous times in history (and that should be added in diplomacy as I will add later) but their leaders did not go arround selling their personal services and neither did domestic governors

it is true that military and domestic leaders were bought but most of the payment was for bribe to facilitate the betrayal of that leaders city or army

if generals are in the game there should be a disabling option

generals (or domestic leaders) should come via random events or when your civilization is in trouble

if generals are in the game they should just provide help to the army, not be a seperate powerful unit (maybe they could be a weak diplomat looking type unit and be weak in themselves but help surrounding units) by themselves

generals should age and die after like 20 turns (this would help limit them and keep them from dominating so much)

also generals should not provide as many plus as leaders did in moo2

Jon Miller

The Brain
Civer

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posted July 07, 1999 19:11     Click Here to See the Profile for The Brain   Click Here to Email The Brain     Edit/Delete Message
This is about my religious units- I know you can bribe units and cities to join your civ, but with priests you can covert them and have them join your civ WITHOUT paying money to bribe them. It is sorta like a diplomat but he preaches religion while he goes along.
EnochF
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posted July 07, 1999 19:34     Click Here to See the Profile for EnochF   Click Here to Email EnochF     Edit/Delete Message
Converting a city without paying any gold? So what is it based on, a percentage chance? And have you given any thought to how mind-meltingly annoying it would be if the computer got priests before you did? The balance of the game would be shot to hell. And not only would it ruin game balance, but it's unrealistic as hell. "A wandering mystic entered Chicago today. Soon afterwards, Chicago became an official protectorate of Saudi Arabia..."
Flavor Dave
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posted July 07, 1999 23:11     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Enoch--maybe if terrorists softened up Chicago first, then it would be realistic;-)

Seriously, tho, if you want priests to convert, then just play Age of Empires. It works in AoE b/c the production model is so different from Civ2.

I like soccer. I like basketball. I don't think basketball would be better if the goal was 24 ft by 8 ft.

The Brain
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posted July 08, 1999 04:16     Click Here to See the Profile for The Brain   Click Here to Email The Brain     Edit/Delete Message
Yes there would be a chance that it would happen, the witch doctor would have less a chance on doing it the first time than a bishop would. Civs who are more advanced would also be harder to persuade than a primitive one. They wouldn't have a ANY attack but a little itty-bitty defense, the only exception is the "Jesus" (or maybe disciple would be a less offensive name?) would have alot more defense since he has followers that would fight for him. So in a nutshell, they're like Spies who can convert units and cities without giving up some cash, and they make people happy in your city as a bonus!

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Acctually I'm a genetically altered lab mouse plotting to take over the world!

Flavor Dave
Civer

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posted July 08, 1999 10:22     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Brain--what weakness in Civ2 are you trying to address? In what way would priests make Civ3 a better game?

I don't see it making the game more challenging, or more realistic, or more balanced between expansion and perfectionism, or more balanced between city management and wonders and civ management and the military.

Jon Miller
Civer

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posted July 08, 1999 15:53     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
I also would like to vote against having clerics giving you free cities (JT3 put down that many disagreed with this idea), just because I join a religion does not mean I join the state that that religion was started in and this is not only true in todays current seperation of church and state but was also true long ago too, religion did change the political landscape by urging wars or peace but for the most part religions did not even try to make people change earthly overlords, all they would care about is who the people worshipped, maybe a particularly aggressive religion might tell its followers to revolt if the king of that land would not do what they wanted him to but most religious groups that where active politically where active behind the seens and any religion that was as strongly controlled by a particular nation (as Brain's ones would have to be) there would be rules against and information on (that all the other rulers would provide) that would stop any converting of that sort from going on

the idea is extremely unrealistic and if it is included (without in option to turn it off) I would not play the game

move this idea to the religion thread and let them take it on if you want more discussion of it

besides it would be unballancing and add nothing to the game as already stated

Jon Miller

korn469
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posted July 08, 1999 18:31     Click Here to See the Profile for korn469   Click Here to Email korn469     Edit/Delete Message
about the debate on whether units should take a population unit to create here's my suggestion

instead of subtracting a population point to create a unit i think the way units are supported should be changed. do away with support costing sheilds. i think that a certain number of units should create a soldier specialist. the soldier specialist would be like all other specialist (scientist, tax collector, 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 specialists in alpha centauri the soldier specialist would modify labs and economy and psych.
the modifier would be -2 economy -2 labs +1 psych

this would require that to have a huge modern military machine you would have to have a large well developed population

some units would require more support than others. have units rated in support points from zero to three support points. a freedom fighter/muja-hadeen(sp?) unit might take zero points. a regular army infantry division might cost one point. a armor division might cost two points. finally a stealth bomber wing might cost three points.

support level

three it takes 4 support points to create the first soldier specialist each soldier specialist provides a total of 6 support points the first soldier specialist doesn't cause a econ/labs penalty

two it takes 4 support points to create the first soldier specialist each soldier specialist provides a total of 6 support points

one it takes 3 support points to create the first soldier specialist each soldier specialist provides a total of 5 support points

zero it takes 3 support points to create the first soldier specialist each soldier specialist provides a total of 4 support points

minus one it takes 2 support points to create the first soldier specialist each soldier specialist provides a total of 3 support points

minus two it takes 2 support points to create the first soldier specialist each soldier specialist provides a total of 2 support points

minus three it takes 1 support points to create the first soldier specialist each soldier specialist provides a total of 2 support points

minus four it takes 1 support points to create the first soldier specialist each soldier specialist provides a total of 2 support points each soldier specialist has a -3 labs/-3 economy modifier +1 psych

naturally when units were disbanded or killed the soldier specialist would turn back into regular workers

if you lost soldier specialist for whatever reason then the units they supported would be disbanded

wesley32
Junior Civer

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posted July 09, 1999 01:37     Click Here to See the Profile for wesley32   Click Here to Email wesley32     Edit/Delete Message
I agree with many of you, the nukes should be much more powerful! They should not only level the city they strike, and also pollute
nearby cities also. The radiation affects of
the earliest atomic bombs (that are much more
powerful today) were felt for 100's of miles
throughout Japan and in the Russian desert. I think nukes should kill 80% of a cities population, destory all military units (but not city improvements), and pollute out from
a 4 square radius from where they detonated.
That way they will likely "harm" nearby cities by their pollution. Hey, they are weapons of mass destruction aren't they?
Flavor Dave
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posted July 09, 1999 08:27     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Nukes being more powerful only makes sense if they increase the diplomatic penalty for using them. I mean, if you want to talk about realism, what does the fact that only two nukes have been dropped in 50 years tell you?

It would be more realistic to only allow one nuke to be built, by any civ, anywhere. That's really real.

Of course, if you want realism, play two turns and die of old age.

Diodorus Sicilus
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posted July 09, 1999 12:25     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Reference Nukes:
Make 'em as powerful as you want, but note that, as stated in the previous post, the effects of even the smallest nukes used spread far beyond the target. In other words, make a more powerful nuke, and a turn later get a message that you've got pollution problems in your own cities downwind of the target - and thousands of miles away!
The prohibition against using nukes is two-fold: first, there's a serious diplomatic penalty for using them - you have no friends left anywhere. Second, and more important to most gamers, I'm afraid, is that you cannot drop a large nuke (megaton city-killer) ANYWHERE ON THE PLANET without affecting your own civ in some way. I used to plot Downwind Messages (radioactive contamination spread from a strike) in the Army, and the spread of pollution from even a tactical nuclear strike can be extensive. Also, as Chernobyl indicates, cleaning up radioactive pollution is practically impossible using current technology.
Given those three additions: extensive pollution from nukes, universal diplomatic negatives, and the impossibility of cleaning up the pollution (altough it does go away in time - parts of Los Alamos/White Sands where the first test was conducted are quite nice today!) - then you can increase the 'size' of game nukes all you want - and the players would have to be idiots to use any of them.
Rambler2
Civer

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posted July 09, 1999 18:42     Click Here to See the Profile for Rambler2     Edit/Delete Message
Here's a new unit. Tourist: unofficial spying units. at a minumal cost these units could 'take a vacation' at an opponets city and find out usefull info about it.
wesley32
Junior Civer

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posted July 09, 1999 22:12     Click Here to See the Profile for wesley32   Click Here to Email wesley32     Edit/Delete Message
I agree with your above comments. Here is what I would do with the nukes. I don't think
they should totally destroy a city just level" it. Sorry, that's the best way to put it. I'd
make the kill 80% of the population,
all military units within a 4 square radius and pollute all squares in that 4 square radius.
Their definitely needs to be penalties, specifically diplomatic, but should they last forever?
No, we drops 2 bombs on Japan and our diplomatic relations are good. Penalties I would
support are:
every other civilization declares you an enemy for the next 20 turns (although you might be
able to pay some countries off, this would end all foreign alliances, trade and support of
any kind. How and when should the computer nuke? I say keep track of the largest # of
cities each civilization has ever had at anytime, if their current # of cities (cities, not
population) drops by 80%
then they will use their nukes on anyone that is not on good terms with them. The only
other scenario for the computer to use nukes is if they themselves have been nuked. This
would also make the computer nuke another computer civilization sometimes. What do
you think?
Theben
Civer

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posted July 10, 1999 12:55     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
wesley32,
It would depend on the power of the nuke. The bombs dropped on Japan killed 60,000-80,000 people each, in cities of several hundred thousands. So you're looking at about 10-20% casualties instantly, with pop decline over the next several turns (radiation). I have no raw data, but I assume today's nukes would cause more damage & deaths. Plus I've heard that some of today's "tactical" nukes are 1/2 the strength of the bombs we dropped...another can o' worms...

Also not everyone in Japan has forgiven & forgotten the bombing. Many in Japan still consider it a war atrocity committed by the U.S. govt. Their leaders are just less vocal about it. All of which ties nicely into my suggestion (on other threads) about how leaders & the people view diplomatic actions differently-genocide rarely affects leaders, so they are quicker to forgive. Obviously it's not to the point where Japan will declare war on us for the slightest provocation, but it does affect some people's decisions.

Ecce Homo
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posted July 10, 1999 16:27     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
To limit nuke production more, they should only be buildable in cities with Nuclear Plants.

Talking about nukes, why not include biological/chemical weapons?

They would kill/decimate units and population, but as a less grade than nukes.
City/terrain improvements would not be harmed.

------------------
The best ideas are those that can be improved.
Ecce Homo

wesley32
Junior Civer

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posted July 10, 1999 17:01     Click Here to See the Profile for wesley32   Click Here to Email wesley32     Edit/Delete Message
Theben, I agree with everything your saying.
But about Japan, there is another side to the story. Their was no way they could stop our forces yet they still refused to "wave the white flag." We even warned them of the severe penality they would pay with they continued to refuse surrendering. And it's not like the U.S. was invading Japan for power or economic gain. We were trying to stop their manifest. Japan was in the wrong.
Had we not been invading for a just cause and still used nukes, it would have been different.
Theben
Civer

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posted July 10, 1999 17:31     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
wesley32, I've studied Japanese history quite a bit. The Japanese did surrender, it was just not an "unconditional" surrender. They had one condition, leave the emperor alone. To many Japanese the dropping of 2 bombs, especially the 2nd 2 days after the 1st, was morally wrong.
Tornado7
Civer

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posted July 10, 1999 20:13     Click Here to See the Profile for Tornado7   Click Here to Email Tornado7     Edit/Delete Message
Ok, I was thinking about the concept of the general unit the other day-
For each "era" of a civ, you would get two or three general units, with the option to build more after you got a tactics advance for the tech level. Then you could use it to enhance the attack/defense power of an army or unit.
This brings me to another point: Stacked units should be destroyed one-by one.
While I know everyone loves taking out a dozen computer units with one guy, it's not realistic. Think about it- If the Germans had the entire Western Army group on the Normandy shores when the Allies invaded, do you think the invasion would have succeded? Air attacks could destroy an entire stack, but ground attacks shouldn't. This also makes it a helluva lot easier to move an army group into attack range of a city.

------------------
Truth is stranger than fiction, and people are weirder than both.

Theben
Civer

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posted July 10, 1999 22:52     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Tornado7,
This has been covered in the COMBAT thread. If you don't see anything similar to what you suggest, then post your idea.
wesley32
Junior Civer

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posted July 10, 1999 23:46     Click Here to See the Profile for wesley32   Click Here to Email wesley32     Edit/Delete Message
Theben,
there is something wrong with this picture.
I respect your opinion. Everyone is entitled to there own opinion. Here is mine:
Hitler invades all of Europe with a plan to
eventually rule the world, massacres millions of Jews, Japan ALLIES with him, destroys China, and massacres 1000's of Chinese, and you're telling me what America did was morally wrong??? That doesn't hold water. The Japanese emperor is who called the shots, and he was responsible for Japan's part in the war. Where I come from, we hold people responsible for their actions. "If you do the crime, you must do the time."
Theben
Civer

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posted July 11, 1999 02:27     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
wesley,
What I've been telling you is that many JAPANESE think what America did was morally wrong. My opinion isn't in there. After all, did the bombs kill the emperor? The Japanese high command? Or thousands of civilians, which is incidentally what you accuse Japan of doing to China?
If you wish to continue this arguement, please create a post in the off-topic forums, and I'll answer any questions you have. Mean while, back to your original question:

"Their definitely needs to be penalties, specifically diplomatic, but should they last forever?"

Which is a good question, btw; one I've been questioning myself. Obviously my answer is yes, but more importantly should the atrocity penalty remain at the same level? In this case, I'll answer no. The above being a good example. America hated the Japanese for the sneak attack on Pearl Harbor, and a very few still hold a grudge, but not enough to really affect diplomacy in any way. The Japanese, however, are just recently starting to question whether or not the 2 nuclear attacks were necessary, and this may have some diplomatic bearing for game purposes. China & Korea also have grudges with Japan, for many reasons. So what are the factors to determine how long a grudge remains? Is it type of govt? Type of economy? Is it proximity to the other nation? Does a long history of mutual antagonism count? Or is it simply the sins of a generation die with it?

wesley32
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posted July 11, 1999 13:28     Click Here to See the Profile for wesley32   Click Here to Email wesley32     Edit/Delete Message
Theben,
I agree, no more about that subject. On to Civ III. The diplomatic penalty probably should be slighty randomized but it should mostly depend on any agreements after the war. If not agreement is reached, hostility should go on forever. If a cease fire is reached, maybe severe hostility remains for 20-30 turns??? Peace treaty - 15-20 turns??? Also, something that should be thrown into the equation is : were nukes used to attack a country or were you attacked first and used for retaliation. Retaliation shouldn't be as severe. Also, it should be less severe if the existence of your civilization was on the line (your only hope of surviving is using nukes for defense.) Just some ideas.
E
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posted July 11, 1999 14:36     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
Nukes - besides eliminating population and military units, city improvements need to be destroyed too (I didn't see it mentioned but it might have). As far as diplomacy it should affect your REPUTATION (of course in civ3 reputation should be modified a bit, the consequences of an atrocious reputation had no real effect, in Civ3 it shoold affect trade and science too!).

Military Units and Population -
Flavor Dave, the US has an army of half a million that is not a huge army. But i see your point in how people can get a huge army with a huge population and beat down the computer, but that's life, even in civ3 science and money go up with a huge population too. I saw get rid of the "we love days" and add some disasters to poulation like epidemics too.

------------------
"All great things must first wear terrifying and monstrous masks in order to inscribe themselves on the hearts of humanity."
- Nietzche

Jon Miller
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posted July 11, 1999 14:36     Click Here to See the Profile for Jon Miller   Click Here to Email Jon Miller     Edit/Delete Message
I would just like to say that none of the rest of the world treated what we did to Japan as an attrocity, therefore it is not always correct to have global reprucussions. Our allies were still our allies and none of the neutrals declared war on us. I think that the antinuke feeling and the making of nukes as taboo did not occur until after the 50s or 60s when worldwide cultural forces (starting in th US) asked countries to be responsible with them. For gameplay reasons I think that the antinuke thing should be a result of certain social standings. At this point, I think if US government launched a nuke there would be internal strife no matter how just the cause was, the same for many other western nations (and ruusia). These would be the same nations that would react very negatively if someone else used a nuke (if it was not on them). Any nation that a nuke is used on should be mad at the nation that nuked it but it should be a function of civilian loss in addition to the fact of use. The same could go for bio and chem weapons. There should also be a voting thing in the UN to globaly disallow nukes and the like.

It should not work ala smac, A nukes you, B and C (your allies) do nothing, you nuke A, B and C cancel alliance and declare war on you.

Is this the place for this conversation?

Jon Miller

Doc
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posted July 12, 1999 18:04     Click Here to See the Profile for Doc   Click Here to Email Doc     Edit/Delete Message
I have a feeling the units in CivIII will be much like those in Alpha Centauri or CtP, meaning they are 3D animated (even if they're really sprites). I like these animated units, but the one disadvantage is that when making a scenario or something, I can't make my own units, whereas in CivII I could at least attempt to shrink a picture or draw a new unit freehand.

For CivIII, whether Sid decides to use the chassis concept or the stand-alone unit concept, I hope the CD can provide extra 3D units that a player can use to his liking, (extra units not normally found in the game). So even if during the regular game there will still only be Stealth Fighters and a regular helicopter, maybe a 3D unit of other fighters and an Apache can be included on the CD, since if the units are 3D, the user has no hope of ever creating his own chassis or models for use in scenarios, etc.

Diodorus Sicilus
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posted July 13, 1999 11:15     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Here's a summary of how I'd like to see Air Units work in CivIII. The ideas are culled from other posts by various folks on this and other Threads, old board games (especially the Europa series), The Dupuy HERO Institute's studies of Close Air Support, and my own experience (US Army) of 'friendly' close air support. Here goes...
Air units will move within a single turn, flying a Mission and returning before the next turn begins. Parts of your Air Units’ actions may take place during an enemy turn, and all such air units will return to a base in a separate sequence after all other movement has been completed for the turn.
Therefore, air units will not have a speed or movement factor that is separate. Speed is part of the Combat (Attack/Defense) factor for the given aircraft. The range of the aircraft is the distance it can move within the turn, and this can vary even for the same type of aircraft:
At very short ranges, some aircraft can fly multiple missions, multiplying their effective attack factor against ground targets, and the number of attacks they could make against air targets.
At medium and long ranges, multiple-engined bomber or transport aircraft can trade payload for fuel, extending the range at the expense of ground attack factor. At short ranges, these aircraft get extra ground attack factors by loading more bombs/ordinance in place of fuel.
Some, probably most, aircraft units will have multiple missions possible. The possible missions, whch can be displayed in a single ‘pull down’ menu for each air unit, are:
1. Ground Support
Air unit takes part in whatever attack the indicated friendly ground unit(s) take part in. This can be either as attacking or defending units. The effectiveness of the air support depends on development of Communications and Tactical Doctrine as well as aircraft and ordinance. The air attack is treated as a Bombardment preliminary to the computation of the ground combat results.
2. Interdiction
one or more map tiles are indicated, and the air unit attacks any (enemy) unit attempting to move through that tile during the rest of the turn (until the beginning of your next turn). This mission lasts until the air unit is shot down or forced away by enemy action, or until the beginning of the next friendly turn. The most common result of these attacks is to slow down movement through the tile/square, but with sufficiently advanced and powerful air units, damage can also be inflicted on moving ground units.
3. Bombing
Air unit flies to an indicated tile/square and makes a Bombardment attack against an indicated target in that square. The types of Bombing attack are:
Carpet Bombing the air unit attacks ground units in the square. A specific ground unit cannot be selected: if there is more than one, the one attacked is semi-random, in that it depends on which one the air unit is likely to spot. In order of difficulty from hardest to spot to easiest, the ground units would be: Spy/Scout/Diplomat; Settler/Engineer; Infantry; Caravan/Freight; Cavalry/Mounted unit; Mech/Armor unit.
Strategic Bombing the air unit attacks a square with Improvements or a city. Only after certain Advances (Targeting Radar, Photo Reconnaissance?) can specific Improvements or city features be targeted, and the chance of damaging a specific target is very low, of destroying it outright even lower (with conventional weapons: Cruise Missiles/Smart Bombs increase those chances dramatically).
Air Superiority the air unit attacks airfields or airbases in the square to render it temporarily unusable or permanently demolished. If successful, enemy air units flying from that airfield/airbase may also be damaged or destroyed by the attack.
4. Air Superiority Sweep
Air unit flies a ‘patrol range’ equal to a percentage of its total range. This is extended from its airfield/airbase as a radius of action. During the entire period until your next turn, it attacks any enemy air unit that attempts to enter that radius.
A variant of this, for air units with Naval Attack or Anti-Submarine Special Capabilities (see next post) is the Naval Patrol in which the unit will ‘patrol’ a similar area over water, looking for enemy ships or submarines and attacking them as they attempt to move through the area.
5. Air Transport
Air unit moves a ground unit from one airbase/airfield to another, or transports Paratroop-capable unit(s) to their drop zone. The transported ‘unit’ can include Supplies, either transported or air-dropped to keep an otherwise-isolated ground unit(s) in action.
6. Escort
Air unit flies with other air units making Bombing, Interdiction,Transport, or Ground Attack and attacks any enemy air unit attempting to make an attack on them.
Putting It All Together:
In a sample turn, say you have 6 air units: 3 multiple-power plant ‘bomber’ types, and 3 single-powerplant ‘fighters’. During your turn, you’ve moved a stack (‘army’) of ground units to attack an enemy stack. You pull down the menu for two of the bombers, which are stacked (‘based’) on the same airfield, and select Ground Support. When you put your pointer on the air units, a faint blue line appears leading from the airfield to the target tile/square you select. If the airfield was very close to the target, you might have the option of selecting 2 targets for the air units in the same turn, reflecting the fact that they can ‘turn around’ faster and fly multiple missions. You select Interdiction for the other bomber, and select the tile directly behind the enemy unit(s) being attacked - interdiction against retreating units is much, much more effective, like a ground pursuit on the Battle Screen. For the three ‘fighters’, you select Air Superiority Sweep for two of them, and their icons on the map are surrounded by a faint blue halo, indicating that they are ‘on alert’. For the last fighter, you select Escort and place your pointer on the Bomber units to be escorted. A blue halo apears around that fighter as well.
You then move the ground stack into combat. The bombers automatically fly Bombardment against the same stack, the one fighter flies with them, and the last bomber flies to the Interdiction square and remains there, surrounded by the blue halo that indicates that it is ‘in the air’. It will remain there until it is attacked by an enemy air unit, shot down by SAMs, or the beginning of your next turn, when it will return to its airfield/air base. Enemy flying aircraft are not visible until they attack or are attacked by your Air Superiority/Escort fighters.
Diodorus Sicilus
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posted July 13, 1999 11:26     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Air Units and the Design Workshop.
Assuming that CivIII uses a SMAC-type Design or construction workshop for units, air units would have the following components:
Chassis:
Airframe
Size of the airframe would depend on the construction technology and the propulsion technology available. Size in turn would affect the attack and defense factors, transport capability, special mission capabilities, and range.
Airframe types:
Wood & Wire the classic ‘biplane’ configuration. This is limited in capacity, and can mount no more than 2 powerplants.
Metal Monocoque WWII style: this can mount up to 4 powerplants and much more capacity for cargo, bomb load, etc. This requires Light Alloy (Aluminum), which is in turn a product of Hydoelectricity, since aluminum smelting is a high-energy process.
Composite Alloy Modern style: this can make best use of Jet and Rocket propulsion systems and can also be used for primitive Space Launch vehicles. It can mount up to 4 powerplants. This requires Composite Materials processing.
Propulsion
There are only three basic propulsion types for airframes: internal combustion, jet, and rocket. There are lots of ‘add ons’ that could modify them: rotary engines, supercharged engines, afterburners, etc., but I’m not certain that we want to get into that much detail in a strategic game. Instead, change the capacity of the propulsion type based on the airframe it’s mounted in, and we’ll have effectively 7 - 9 propulsion types - that should be enough for everyone.
Internal Combustion - a byproduct of Automobile? This is the earliest air 'powerplant' propulsion, and can be used with all types of airframes.
Jet - This can only be mounted in Metal Monocoque and Composite Alloy airframes. Allows both increased capabilities in attack and defense and range. Has extra defense and attack factor against Internal Combustion aircraft. Unmanned airframe with this propulsion is the Cruise Missile.
Rocket - this can only be mounted in Metal Monocoque and Composite Alloy airframes. As a manned craft, has limited capabilities but as an unmanned unit, becomes the ICBM or IRBM missile with very long range and high capacity payload.
Armament
The attack and defense factor of air units depends partially on the capability of the airframe-propulsion system combination, which reflect the aircraft’s speed in combat, maneuverability, ceiling, climb and dive and its stability as a bombing or firing platform. Thus, the actual weapons carried are only part of the final ‘number’ in the air or ground attack factor and defense factor against air or ground fire.
Air Weapons:
Machineguns
Machine Cannon
Guided Missiles
Infared Homing
RADAR Homing
Beam Riding
Only Machineguns can be effectively carried by Wood & Wire airframes. Each weapon has a Weight factor attached to it, and the number ‘loaded’ onto the airframe and propulsion combination will affect the other factors of the air unit. A heavily-armed single-engine ‘fighter’ may actually have a lower air attack factor than a more lightly armed, and therefore faster and more maneuverable, fighter unit. Missiles are particularly heavy, and will be effectively impossible for a single internal combustion propulsion system to carry.
Air to Ground Weapons:
Iron Bombs
Guided Bombs
Air to Ground Rockets
Guided Missiles
‘Smart’ Ordinance
Iron Bombs and Air to Ground Rockets can be carried by any airframe/propulsion system combo, although the rockets are heavier (for the amount of damage done). Guided Bombs and Guided Missiles, both as air-ground and air-to-air weapons, require the same set of Tech Advances. ‘Smart’ Ordinance is a development of Guided Ordinance requiring Computers, Miniaturization, or possibily an AI advance.
Special Capabilities:
a. RADAR
Ground Attack
Air Attack
Air Defense
Ground Attack radar allows ground attack during foul weather, increasing the attack factor against all ground targets. Air Attack allows higher attack factors against enemy aircraft when flying Escort or Air Superiority missions. Defense Radar allows better defense factor against missiles (including SAMs) and other aircraft.
b. Naval Attack
It requires special equipment and training to attack ships from the air. This reflects those realities. Air units without this can still attempt to attack ship units, but with a very low probability of success.
c. Anti-Submarine
This is a particularly heavy Special, since it involves RADAR, towed SONAR array, depth charges, etc. It dramatically increases the chance of the air unit spotting a submarine, because it no longer has to rely on ‘chancing’ on it while it's surfaced, and also dramatically increases the chance of destroying it by air attack.
d. Air Drop
This allows the air unit to carry and drop paratroops or to air drop supplies
e. ECM
This gives the air unit a ‘counterattack’ factor against SAMs. It provides the possibility of the air unit destroying the SAM instead of vice versa.
f. Stealth
This is available only to Composite Alloy airframes. It greatly increases the defense factor of the air unit against all missile attacks and negates the effects of all enemy RADARs.
g. Nuclear Capable
It takes special fittings to carry and use nuclear weapons. This gives the air unit that capability. If they are included, a similar Special Capability would also be required to load and dissiminate Biological or Chemical Weapons from an air unit.

Putting it All Together:
You’ve got Metal Monocoque airframe technology and Internal Combustion propulsion systems. You decide to ‘design’ two basic air units: a single-engine fighter and a heavy bomber.
You select the air frame and a single power plant. The minimum Weight for the air frame to carry that powerplant is displayed. You select a range of 10 and the weight goes up (fuel, tanks, more air frame weight). You select Machine Cannon for armament and 4 for the number. The weight goes ‘way up, the displayed Attack and Defense Factor go down, and you realize you’ve just overloaded your power-airframe combination. Drop the Machine Cannon to 1, add Iron Bomb and a BombLoad (100, 500, 1000, 2000, etc). The resulting compromise looks much better. Reducing the range would give you more armament combinations to play with, while a very short range (Interceptor) would allow heavier armament or a very high defense factor (maneuverability- hard to hit).
For the bomber, you select 4 powerplants, Range 25, 10 Machine Guns, and Iron Bomb with a Load of 4000. The resulting Air Attack Factor is lousy (it’s obviously NOT a fighter!), but the Air Defense Factor is much higher and the Ground Attack factor is also high. Being a +2 powerplant machine, the defense factor is not based on maneuverability, but firepower and airframe weight. The Ground Attack factor will also suffer when flying Interdiction missions, because the aircraft is very vulnerable when flying low to attack enemy units. You add a few points to the airframe weight (armor). If you add too much, you’ll get a red message saying indicating that you’ve overloaded the airframe-propulsion system combination, and either bomb load, armament, or range will have to change.
You don’t have any Special Capabilities for either air unit, but you could sacrifice other factors on either one for them. Since most of the Special Capabilities weigh a lot, they seriously handicap the earlier airframe/propulsion system combinations: better wait until you’ve got Jet engines and Composte Alloys to play with.
Finally, under each final icon of the air unit is a screen to type in the designation (game may provide sample Designations based on the Civ, but not all civs ever got to have air forces, so this will be tricky) for the new air unit: B-10, Fw-200, P-26, Yak-3U, Flying Fortress, Spitfire, Ruptured Duck, etc
Within the parameters of the system, you can ‘trade off’ range, ground attack, air attack, air defense, or special capabilities according to the needs of your civilization.
If your needs change, you can go back to the Workshop and redesign the air unit. This will result in a displayed cost to convert/re-equip each similar air unit already in service, and a time required before the first of the new equipment is ready to issue. After that date, you will get a number of air units that can be converted each turn and the cost. Conversion is automatic when you select the air unit and pay, but the number converted per turn is limited by your production capacity and the number of new air units you also have in the Production Queue at the same time. Re-equipment that involves changes in types of airframe and/or propulsion system will probably require some time to implement, because they will include time required to retrain air and ground crews, set up new support and maintenance systems, etc.
NOTE: Converting directly to Composite Alloy Jets from wood & wire biplanes could take quite a few years, no matter how fast you can build the aircraft themselves!
This system will allow Upgrading, but reflect the real time and cost constraints on re-equipping the entire air force all at once, without requiring you to laboriously ‘build’ new air units to replace those already in service. By ‘hiding’ the retraining and re-equipping all in the same cost & time figure, the advantage of re-equipping existing units instead of building new ones is reflected, while the gamer is still restricted realistically from apparently blowing out thousands of aircraft in a single turn.

Theben
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posted July 13, 1999 12:02     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Jon Miller,
Any place is a good place for ideas, but you should probably post that under DIPLOMACY (as should wesley & I post our suggestions there).

Da Sicilian,
#1 post: Pretty much what I was thinking, only with a lot more details.

#2 post: Yikes! That was more than I want to have to consider. Also, I strongly prefer my LASS idea, I think you're familiar with it. Some suggestions, esp. naval/sub attack, would be simple enough to take into account.

Flavor Dave
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posted July 13, 1999 14:17     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
"Flavor Dave, the US has an army of half a million that is not a huge army. But i see
your point in how people can get a huge army with a huge population and beat down the computer, but that's life, even in civ3 science and money go up with a huge population too. I saw get rid of the "we love days" and add some disasters to poulation like epidemics too."

Please explain (altho maybe in another thread.) If you're getting rid of "we love" in order to make your idea of the military taking away from the population, that's putting the cart before the horse, not to mention making the Pyramids the sole goal of the game.

If you have some other reason for getting rid of "we love," please explain. Your idea is IMO a bad one, since it takes away one of the 2 key advantages of democracy (the other being immunity to bribery.) Your idea would mean that you'd be forced into warmongering communism or fundy.

Flavor Dave
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posted July 13, 1999 16:37     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
"Their definitely needs to be penalties, specifically diplomatic, but should they last
forever? No, we drops 2 bombs on Japan and our diplomatic relations are good. Penalties I would support are: every other civilization declares you an enemy for the next 20 turns"

Who the hell cares about us and Japan. Let's think about how this would work in Civ3--you know, the game we're talking about. I don't know about you, but when I have nukes and I'm in war mode, I'm in one of two situations. Either I'm pretty dominant, so that the AIs are afraid of me and make peace everytime I take a city or kill one of its units. Or, I'm completely dominant, and the AIs are acting as one to try to keep me from winning. In either case, your diplomatic penalty doesn't matter.

And if you're talking about the AI using nukes, why would you want to make the game easier for you?


[This message has been edited by Flavor Dave (edited July 14, 1999).]

Ecce Homo
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posted July 13, 1999 17:40     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
Theben and Flavor Dave, I am afraid you have come a bit out of the Units topic. If you want to make your opinions heard, you should better continue the discussion somewhere else, for instance in the Diplomacy thread.

By the way - this thread is getting long and it is about time for a new summary. How far has JT3 come?

------------------
The best ideas are those that can be improved.
Ecce Homo

jpk
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posted July 15, 1999 17:05     Click Here to See the Profile for jpk   Click Here to Email jpk     Edit/Delete Message
It should be possible for diplomts and spies to be turned. If your diplomat or spy tries to bribe a unit or a city, there is some probability that you will lose the money but not get the unit or city. Furthermore the diplomat or spy would become a unit for the other player.

More generally, if your diplomat or spy tries to do something nasty, there should be some probablility that your unit becomes a unit for the other player.

I think this would make the use of spies and diplomats far more risky.

Diodorus Sicilus
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posted July 16, 1999 16:01     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Continuing Discussion of What I Think Units Should Be Like: Naval Units:
Naval units should have a range, indicated as the number of turns they can remain at sea without passing through a ‘base’. For ancient ships and all sailing ships any tile or square containing a city, terrain Improvements related to agriculture (farms, irrigation, etc), plains, grassland, jungle, or forest constitutes a base. For powered ships the base must be a port friendly to the naval unit (owned or allied) which acts as a refueling and resupply station.
The Range concept serves two purposes:
1. It allows considerable exploration of shorelines early on, as in CivII now, but makes some explorations, as of desert or frozen coasts, almost impossible.
2. It provides some real differences between ship types that don’t exist now: one of the major advantages of the Longship over the earlier galley or trireme was its greater range - it didn’t have to pull up on the shore every night. Likewise, the deep, round hulls of the late medieval cog and carrack gave them real ocean-going capabilities based on the supplies they could carry as well as better rigging. The modern (20th century) cruiser was designed to have a huge range - hence the name, because it ‘cruises’ the oceans.
The attack factor of early ships is all close combat (no Range Factor). Only with gunpowder or when seige engines are mounted on special large galleys earlier do the naval units get Bombardment capabilities. The 20th century ships, with very long ranged cannon, central fire control, and later missiles and ‘over the horizon’ fire control have Bombardment ranges that approach those of short ranged aircraft.
If we divide all naval units into speed and cargo hulls, we can introduce the division of ancient ships into fighting galleys, which are very short ranged and have virtually no cargo capacity, and sailing vessels which can carry considerable cargo (Romans had grain freighters over 1000 tons capacity) but are almost completely defenseless. The medieval cog was the first cargo (sailing) vessel that also had a decent combat factor, because its high ‘castles fore and aft gave on-board missile troops a decisive advantage against lower galleys.

Sea Units and the Design Workshop.
Assuming a SMAC-style workshop is instituted for CivIII, here are my ideas on how to ‘build’ naval units for the historical periods.
Each naval unit onsists of:
Chassis:
Wood Plank Hull
Available very early, with an advance like Wood Working
Wood Clinker-Built Hull
Much sturdier than the above, allows both larger vessels and longer sea ranges. Requires Joinery or some similar medieval woodworking advance.
Iron Hull
Another increase in size now possible, and much more armor can be carried. This requires Wrought iron, Blast Furnaces, and other 19th century advances to be built in quantity.
Steel Hull
Almost any size hull can be built if you’ve got the engines to move it. Requires modern Steel Making (Bessemer or Open Hearth process for Bulk Steel production) advance.
Each Hull is also indicated as either a Speed Hull (long and narrow) or a Cargo Hull (fat and wide). There are also two Special Modifications of the basic hull types:
Catamaran Hull
Two waterline hulls with a deck between them. This can be made of any materials, provides a huge deck cargo space compared to ancient ordinary cargo hulls, but less cargo space compared to modern vessels. How to work this into the Advances list is a real problem: it was discovered very early in the Pacific islands and made the colonization of the Pacific possible because of the capacity and stability of the hull. It was also used for huge war Polyremes in the Mediterranean, but then abandoned there. It’s therefore a relatively early advance, but has to be given some serious negative factors so that it doesn’t become the standard hull-type for all occasions.
Pressure Hull
This is a hull built for submersibles or submarines. Using any material before Steel Hull for a Pressure Hull is basically suicidal.
There is a maximum size or capacity for the iron and wooden hull-types: you can only build them so large before the ocean starts pounding them to pieces. Steel hulls (modern) can be built effectively as large as you want, but of course that makes them more expensive, hugely harder to move at any speed, and harder to protect and easier to target.
Propulsion:
Oars
This is available at the start of the game - they were used on riverboats or rafts in the Neolithic period.
Sweeps
Longer ‘oars’ with several men on each. Used for large galleys and polyremes, more efficient that oars. Requires some sort of Geometry advance, or possibly Naval Architecture of an ancient sort.
Sails
Requires Cloth Making, Cordage, or similar Advances.
Advanced Sails
This covers all the Lateen riggings, multiple mast ships, etc. Requires Mechanics (block and tackle) and Geometry advances.
Steam
The basic Steam Engine applied to ships. Requires the Steam Engine Advance.
Steam Turbines
The Naval propulsion of most of the 20th century. Requires Steel, Special Alloys advances as well as the basic Steam Engine.
Diesel-Electric
This is the power plant for Submarines before Nuclear. Requires both Electricity with Generator/Motor Applications, and the Diesel advance.
Nuclear
Requires Nuclear Propulsion or Nuclear Power Advance.
Sweeps are long oars, each manned by several crew. Advanced Sails is a generic for the multiple-mast lateen and square sail rigging of the late medieval period through the nineteenth century. It could be further broken down into a half-dozen individual advances, but I don’t see the point of such subdividions: with various hull types and sizes, the variety of capabilities of the usual types of ships can be shown without that complication.
Weapons:
Ram
Requires Bronze-Working
Boarding
Effectiveness depends on the offensive weapons of your ground units.
Catapults
Greek Fire (an Upgrade to catapults at Sea only)
Requires Mathematics advance
Cannon
Requires Cannon, Gunpowder advances, with possibly a Naval Truck (carraige) Application of Cannon. These and the Catapults are Heavy Upgrades: many anvcient Fast Hulls simply won't be large enough to carry them safely - the classic Trireme being a case in point: only the larger Polyremes (which werre appreciably slower) could carry catapults or ballistae.
Artillery
Requires the same advances as for ground unit Artillery
Torpedoes
Requires Smokeless Powder, Steam Engine advances
Antisubmarine Weapons
Depth Charges
Homing Charges
These develop after Submarine, require some separate advance or Application after Submarine.
Missiles
Require same advances as Rockets or Cruise Missiles.
The ram can be fitted to any hull except the catamaran, but it’s usefulness (attack factors) are very low when fitted to a sailing vessel and its factors drop permanently after cannon are mounted on ships. All weapons have a Weight or Size factor, which makes it very hard to mount some combinations on some hulls.
Antisubmarine Weapons might also be included as a single package with the Antisubmarine Special Capabilities (see below). These weapons can also be modified by other technical developments: naval gunnery became much more effective and with a much longer range after the development of Central Fire Direction, advanced again with Computers, while Acoustics, Miniaturization, and Computers also made possible or upgraded both torpedoes and missiles.
Defensive Equipment
Cataphract
Wooden Hulls only, requires advanced Wood Working or Joinery
Iron Armor
Wooden or Iron Hulls only, requires Wrought Iron advance
Nickel-Steel Armor
Iron or Steel Hulls only, requires Steel and Special Alloys
Compartmentalization
Any Hull type except Catamaran: Requires a primitive Naval Architecture advance
ECM
Any Hull Type:Requires Electronics, Computers advances
Point Defense Weapons
Antiaircraft
Antiship
Requires Special Alloys, Computers, Miniaturization advances
Some defensive factor is built into the hull and propulsion type: a small Speed Hull will be harder to hit than a large Cargo hull, for instance. As with weapons, there is a Weight factor to the various armor types. Cataphract is the ancient ‘roofed’ warhsips - wooden, sometimes thin-metal sheathed ‘armor’ for the rowers. ECM is the electronic suite of jamming and anti-targeting devices that constitutes the modern warship’s ‘armor’. Compartmentalization can be applied even to wooden hulls (Chinese ocean-going junks, for instance) and is most effective with wide, Cargo hull types.
Special Capabilities
Antiaircraft
This includes Radar spotters, guns or missiles and requires the same advances as for those weapons.
Antisubmarine
SONAR, MAD detectors, possibly the weapons as well: depth charges, hominh torpedoes and spread charges like HEDGEHOG or SUBROC
Amphibious
Supporting or carrying and landing troops takes some specialized construction: this represents it.
Cargo
Container Cargo
The ability to carry bulk goods, very important for moving Food around as a Trade Item. Requires Trade and some kind of Container Application: Pottery, Wooden Barrels, etc. The modern freight apparatus is Containerized Shipping, which also requires special constrruction, but it greatly increases the speed and efficiency of freight/trade handling.
Aircraft Handling
Flight Deck, Hanger Deck, and the paraphenalia to launch and recover aircraft: this makes the hull into an aircraft carrier. Requires Advanced Flight

Upgrades:
Certain hulls can be Upgraded or rebuilt without having to build an entirely new ship. Any wooden hull, for example, can be rebuilt or re-equipped as long as the hull configuration (Speed or Cargo) remains the same. In other words, if you have the capacity, you can mount cannon on an old wooden Cargo hull (cog, hulk, or carrack). You can also change propulsion systems: Steam engines can be mounted in existing sailing Cargo Hull or Speed Hull types. You cannot, however, change a Cargo into a Speed Hull, or make anything into a Pressure Hull - those conversions would be so extensive they amount to building an entirely new ship.

Putting It All Together:
Let’s take two examples, one ancient and one modern.
In Ancient Period, you decide to design a new Warship. You’ve just discovered Wooden Clinker-Built Hull, so you select Speed Hull for that. You get a maximum capacity number for that hull - it can only be built so big before it becomes too weak for the open sea. You have Oars, Sweeps, and Sails available for propulsion, so you fit the hull with Sweeps. Instead of a ram, you mount a catapult and Cataphract the ship for defense. The resulting vessel is displayed in red, indicating that you have a top-heavy beast which will probably turn turtle before it gets out of the harbor! Drop the catapult, return the ram. You make the hull large enough to also carry 1 ground unit (no Speed Hull has much cargo capacity at all, unless you leave everything else off!). Essentially, you’ve just designed a large Roman Polyreme as built by Vikings.
In modern period, you’ve just discovered Steam Turbines and Torpedoes, so it’s time to upgrade your Iron Hull - Steam-Artillery navy. Unfortunately, re-engining from Steam to Steam Turbine isn’t allowed: you’ll have to design a whole new ship. Start with an Iron Speed Hull, which is the best you have available. You add Steam Turbine to it and for weapons, Torpedoes and Artillery. Artillery is subdivided into Light - Medium - Heavy. You select Light and a number: 4 (range is from 1 to 20). For Torpedoes, you select 8 (range is from 1 to 10). You then toggle the required speed up (range is from 1 to 50), and discover that even with Steam Turbines, you can only push an Iron Hull so far:after about 30 the design redlines on you. You have just designed an 1895 - 1910 Torpedo Boat Destroyer. When you get the capability, you can Upgrade it with Antisubmarine Special Capability and send it after enemy submarines. Against enemy Battleships or Cruisers mounting Medium or Heavy Artillery, it will be at a disadvantage because Torpedoes and Light Artillery are shortranged, the heavier weapons are Long Range, and the ship doesn’t mount any armor. Light Speed Hulls do have some defense based on their speed and maneuverability, so it has a chance of killing a cruiser in an even fight, but much less chance against a battleship unless there is some Special Condition applying: the enemy is damaged, distracted (fighting another battleship, for instance!) or in port.
The Workshop display for each vessel would show displacement, speed, range, and weaponry and possibly armor thickness - very much like Jane’s Fighting Ships annuals did for most of this century. Range could be increased or decreased depending on how much capacity is given to Supplies. Cargo Hulls take much more propulsion to drive through the water at speed, but have much greater capacity. Modern Battleships and Aircraft Cariers actually fall into this category of hull, in that they use the capacity of the hull to mount the bigger engines required to get the speed, and the hull still has room left over to mount Big Guns, Flight Decks, heavy armor, compartmentalization, etc. Cruiser Hulls tend to be Speed Hulls, but large enough to mount a medium armament, lots of supplies, but much, much less armor than the battleship hull. The Cruiser is designed for range, not speed, and a good compromise of firepower and size, not maximum firepower like the battleship.
Finally, the display would also allow you to name the Class of Ship, and as each ship is built it can be named or designated.

Diodorus Sicilus
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posted July 16, 1999 16:08     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
First, although there has been some discussion about using units instead of individual weapon or soldier icons, from a graphics standpoint I think we’re going to be stuck with a single figure icon. For one thing, a group simply doesn’t show up enough specific particulars to be identifable at the current levels of resolution on most screens. This doesn’t mean that the ‘soldier’ on the screen can’t be treated in other ways like a full military unit, it just means he’ll be depicted as an individual in game displays. The way to get the Combined Arms is to provide mechanisms for easily combining separate Units for combat and movement, and this can be done within the context of the game while retaining the individual iconic graphics.
Combining units into Armies, Brigades, Corps, or whatever we want to call them in the game (Army is correct by the game’s strategic scale, but many other terms have more ‘color’) should be dependant on developments in generalship, staffwork, and tactical-operational doctrine. At the lowest (semi-barbarian) level, you can’t really combine units at all. That is, you might have spearmen/axemen and archers in the same stack, but in battle they all fight as an undifferentiated mass: there’s simply no organization in the primitive army that allows tactical planning and grouping.
The Upgrading of Armies can be done two ways. First, we could have a separate General unit, whose presence graphically indicates that increasingly-sophisticated tactical combinations are now possible. The possible range of upgrades for the capabilities of this unit are:
Ancient:
Strategos up to 5 units of 2 types can be commanded
Imperator up to 7 units of up to 3 types can be commanded
Medieval:
Constable up to 10 units of up to 4 types can be commanded
Modern:
General up to 12 units of up to 5 types can be commanded
Field Marshal up to 15 units of up to 6 types can be commanded
In the Modern period there should also be an Advance or Application which provides the ability to add a Staff to the commander. This effectively doubles his command ability, and allows really huge armies to be commanded in a single battle. Staffs would be expensive to build, since they require a lot of highly-trained manpower, expensive communications, and extensive upkeep (you don’t organize experienced staffs from scratch, you keep them in training or exercising all the time - high maintenance costs). A suggested additional Wonder is the Great General Staff (originally German, late 19th century), which in this context would provide an automatic Staff to every Commander with reduced Maintenance Costs to the Civ.
The Battle Board I have described elsewhere, in one of my first posts in the Combat Thread. It would be divided into 15 tiles on a side, 3 rows each 5 tiles wide. The row would be Right Flank, Right Center, Center, Left Center, Left Flank, and the rows front to back would be Front Line, Support Line, Reserve Line. Units with ranged attack could ‘shoot’ from either the Support or (long range- mostly modern units) from the Reserve Line. The really huge army stacks would fit onto the Battle Board because the individual units could be ‘brigaded’ into Formations of 2 - 3 individual land units. These would correspond somewhat to the Battle Groups mentioned in another post. Normally, they would be all of the same type at first, but progressive developments would allow you to mix units provided they all had the same mobility. Thus, you would end up with Cavalry, Infantry, or Mechanized/Armored Formations in your ‘army’.
I suggest the term Formation because that is the usual translation of the terms used in German and Russian military terminology for Brigades and Divisions, the battlefield ‘combined arms’ units.
Formations would be ‘locked’ together (similar to the CtP technique) and move together, but could be broken down into their separate units if required to garrison or defend a large area - this would also reduce the sheer number of units that have to be moved individually every turn.
The capabilities and attributes of Land Units need to be modified and modifiable more by terrain and tactics. For example, there is no difference in weapons between a bunch of barbarians spear and swordsmen (ancient Germans, Dark Age Saxons, etc) and a Roman Legion. The difference is in the organization, discipline, and tactics of the Romans.
Borrowing a leaf from SMAC, the Advances could include Doctrine:Flexibility, Doctrine:Shock, or Doctrine:Mobility. They could also be called Tactics:Flexibility, etc - same meaning in this context. Thus, you might have Bronze Working in four different civilizations and have them end up with Phalanxes, Spearmen, Swordsmen, and Mounted Lancers depending on their application of that technology with various forms of Tactical Doctrine (and horses). This would increase the variety in the civs and also ties in with the concept of Advances and Applications which has been discussed in other Threads.
Many of the Units built with special tactics and organization have very specific capabilities according to terrain. Best example is probably the Phalanx, which can be armed with either Spears or long Pikes, and with pikes has about the same attack and defense factors as the Legion - on open, flat terrain. On that terrain it is also almost invulnerable to mounted units. In rough, wooded, and otherwise unsuitable terrain its formation breaks up and it’s factors drop to almost nothing. The Legion, by contrast, is a flexibile open formation that maintains its effectiveness in most types of terrain and can move somewhat faster than the heavy phalanx.
In more modern times, the same smooth-bore musket is the infantry weapon of choice from 1600 to after 1800, but the tactics vary from rigid firing lines to flexible attack columns, mixed columns and skirmish lines, mixed firing lines and skirmish lines, and finally to the thin semi-skirmish order firing line when rifled muskets came in in the mid-19th century. Espedially in the attack, the effectiveness of the same Musketeer unit can vary considerably during the period, based on the Tactical Doctrine applied to it.
Diodorus Sicilus
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posted July 16, 1999 16:25     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Land Units and the Design Workshop.
Assuming a SMAC-style workshop is instituted for CivIII, here are my ideas on how to ‘build’ land units for the historical periods.
Each ground combat unit onsists of:
Chassis
(Offensive) Weapon(s)
Defensive Armor
Special Capabilities
Chassis Types: Except as noted, each Chassis can carry one weapon type, one armor type, and one Special Capability at the cost of reducing the effectiveness of the armor and weapon.
Man
Specifically, a single man or small group on foot: the earliest military ‘chassis’
Horse
The ridden animal. The Camel might be included as a variant with special features for Desert terrain. From the first, requires both a Domestication advance and the proper icon on terrain - the horse was not universally found on the landscape in 4000 BC!
Elephant.
The ridden animal.For a greater cost, can carry 50% more offensive weapons’ factor (several riders), but all of the same type to keep Factoring simple Cannot carry a Special Capability, because Elephants have a built-in Special Capability: they are 2x as effective against any horse-mounted unit (ordinary horses are scared to death of elephants). In return, armor is only 50% as effective when applied to elephants - they’re just too big to effectively protect. In addition, of course, they are not available to everyone (terrain icon required) and once gunpowder weapons appear, they are horribly vulnerable to fire.
Chariot
To keep it simple, just one type of chariot chassis, although hisorically there were several: light, medium, heavy, 2 to 6 horse teams, etc. Like Elephants, can carry 50% extra offensive weapons’ factor, but this doubles the cost (4-horse chariot with extra crew). Has the same armor restrictions as Elephants - the chariots themselves were never armored, seldom were the horses. Requires the Wheel and Domestication, but not the horse - early chariots were drawn by donkeys or asses as well
Motorized
A wheeled, powered vehicle - anything from a truck to a motorcycle to an armored car. Weapon, armor, and Special Capabilities capacity depends on the size: the bigger the more expensive and less mobile it becomes. This reqires the Internal Combustion engine development or Automobile
Mechanized.
A tracked, powered vehicle: tanks, armored personnel carriers, etc.Like the motorized chassis, this can carry varying amounts of offensive weaponry, armor, and Special Capabilities, but the cost can skyrocket and the bigger vehicles (multiple weapons, more than 1 Special Capability) are actually more vulnerable, because they are simply too big to hide and protect. This requires both Internal Combustion engines, suspension systems, and the continuous track development.
Offensive Weapon Types:
Spear
This is generic, representing the basic 4000BC close range weapon. It could also be depicted as the War Club or Axe, since those were also used from the beginning of the game’s time scale. Carried by foot or mounted (chariot, horse, camel, elephant) chassis
Sword
The basic slashing sword, requires Bronze Working. Carried by foot or mounted chassis - not as effective when carried by mounted.
Thrusting Spear
Requires Bronze Working for the point and butt spike, required for the Phalanx; When carried by Horse mounted becomes the Mounted Lancer, which can be modified by Social Choice: Fuedalism into the Knight.
Iron Sword
Either long slashing or short stabbing types, requires Iron Working. Required for the Legion; carried by foot or mounted chassis
Pattern Sword
The advanced ‘folded forged’ type, very expensive: Requires Wrought Iron or Blast Furnace advance, required for Samurai et al.
Pike
The very long, two-handed Thrusting Spear, requires Iron Working and required for the Pike Phalanx, first used by Alexander the Great and his father in Ancient times, ‘re-invented’ in the late middle ages by European Flemish cities and the Swiss. Carried only by Foot chassis
Bow
In use before 4000BC, the simple bow was not very powerful or effective. Can be carried by either foot or mounted, allowing Chariot, Elephant, Camel, or Horse Archers as well as foot bowmen. Being entirely a missile weapon, the bow has 0 attack factor - only a missile or Ranged factor.
Composite Bow
The horn - bone - sinew recurved bow of central Asia was much more powerful, can be carried by either foot or mounted. Requires not only Domestication Advance, but also Nomad civilization type and over 50% plains, desert, or grassland tiles in your Tribal (city) radius - if you have good bow woods available, you'll never develop this!
Long Bow
The main effect of the English medieval longbowmen actually came from their massed use by organized groups and their heavy armor-piercing arrows. Requires Steel or advanced iron working for the arrow points and balances. Carried only by Foot chassis
Lance
The couched iron-pointed weapon of the Armored Lancer or Knight. Requires both Steel and Stirrups to use. Carried only by Mounted chassis
Catapult
In ancient times these almost never appeared outside of seiges because of their limitations: hard to move and aim at moving targets, usually built on the spot from parts carried in the supply wagons. Only, therefore, carried (pulled) by Foot chassis, requires Mathematics advance
Bombard
The first real use of gunpowder was against castle walls, not troops. This would be the immediate Application of the Gunpowder Advance. All Artillery types have their own chassis, which is animal-drawn (carraige and limber) and slow. They can also be mounted on Motorized or Mechanized Chassis
Musket
The smooth-bore musket. It could be subdivided into the Arquebus, Matchlock, and Flintlock Muskets, but in game terms they all come and go in less than 50 turns: is it worth it? Carried by either foot or mounted, with lower factors if mounted, representing carbines or pistols - lesser firearms used by the cavalry and dragoons.
Cannon
The first battlefield artillery. The smoothbore weapons of the the 17th, 18th, and early 19th centuries. Requires Gunpowder, Ballistics, and Bronze Casting techniques. One possible variant would be Horse Artillery, a discovery in which for slightly less Attack Factor (lighter guns) and more expense you can have Cannon as fast as your cavalry. Would require an application of Tactics: Mobility
Rifle
The single-shot rifled breechloader that dominated 19th century warfare. It coincides with the big Conscript armies of that period, but their development started before rifles were adopted by the armies as a basic weapon. Better to have a separate Advance or Application: perhaps Pecussion Caps as an Application of Chemistry or Industrial Chemistry. Carried by either foot or mounted, with same factors for either.
Machine Gun
This stands for the development of the modern infantry in 1916 - 1930, equipped with lots of light crew-served weapons instead of all individuals with rifles. Has a tremendous advantage in firepower over the rifleman and all before him. Requires Machine Tools, Smokeless Powder developments. Carried by foot chassis or mounted on motorized or mechanized chassis
Artillery
Modern steel guns with recoil mechanisms. Requires Machine Tools, Hydraulics, Exterior Ballistics - a host of developments goes into this weaponry.
Rocket
The Battlefield Rocket is the most modern artillery development, either as individual rockets carrying nuclear or multiple warheads, or as Multiple Rockets whose launchers can put 12 to 50 rockets on a target in seconds. Like artillery, this can be horse-drawn or mounted on motorized or mechanized chassis. Requires Rocketry advance.
Defensive Armor Types:
Scale Armor
Requires Bronze Working; carried by either foot or mounted, but 50% less effect on elephants, camels, or chariots.
Mail Armor
Requires Iron Working; same chassis and as Scale Armor, but 50% more effective.
Plate Armor
Requires Wrought Iron or primitive steel. Same chassis as Scale Armor, but much more expensive than earlier types and 100% more effective..
Each of the above could have a shield connected with it as well: an oval Pelta with the Scale Armor, a round Viking or Germanic shield with the mail, and a ‘kite’ shield with the plate. The large round Hoplon and the rectangular Roman Scutum should be saved to denote the Phalanx and Legion, respectively. Effects of all shields is to increase protection against any Ranged ancient weapons except Catapults by 50%
Rivited Armor
The earliest armor applied to vehicles; requires modern Steel advance. Carried by Motorized or Mechanized chassis; amount carried varies, with greater weight giving better defensive factors until the vehicle becomes immovable!
Welded Armor
Advanced steel armor applied to vehicles; requires Electric Arc Welding application to modern Steel advance and Face Hardening application to Alloys. Carried by motorixed or mechanized chassis.
Composite Armor
Modern ‘Chobham’ type armors applied to vehicles; requires Composite Materials advance. Carried by motorized or mechanized chassis.
Each of these could be associated with a particular ‘look’ on an armored vehicle: Rivited would be boxy, studded with rivit heads; welded would be rounded, like the WWII Sherman or T-34, Chobham would be angular and angled, like the modern Abrahms.
Special Capabilities:
Amphibious
This is applicable to modern equipment and troops only: it usually results in a slight reduction in the capabilities of the offensive weapons and defensive armor.
Airborne
This is applicable to modern equipment and troops only. The equipment has to be very light, which will probably mean it will have to be designed specifically for airborne use, not just modified from the regular material used by the rest of the army. When applied to mechanized or motorized chassis, there will be a maximum factors/weight allowed for the resulting fighting vehicle, based on the capability of your air units - the longer you’ve had Air Transport capability, the higher the limit.
Reconnaissance
This is applicable in all periods. It means the troops have been trained to scout and observe the enemy. Gives increased vision range to the unit, but also increases the maintenance costs, because they have to be kept trained. Troops hired from Barbarians or Nomad Civs all have this Special Capability automatically.
Many Special Capabilities will be related to specific advances, for instance:
Sapper
Assault Engineer troops, with increased attack factor agains forts, fortifications, or city walls and when fighting into or out of cities. Requires advances or applications for Flamethrowers, Special Explosives.
Night Vision
Increased movement and combat factors using advanced Night Vision equipment. This requires Laser, Imaging, Computer advances.
Anti-Tank
Increased attack and defense factors against Mechanized or Motorized units. Requires Rockets, Monroe Effect Explosives.
Alpine/Mountain/Jager
The all-terrain light infantry. Requires development or advances in Military Skiing, Light Alloys, Special Explosives.
Ranger
Or, Special Forces, SAS, Commandoes, etc. Troops trained to slip through enemy zones of control and do a lot of the “dirty tricks” associated with the CivII Spy Unit. Requires advances in Special Explosives, Light Alloys, and also very high maintenance and building costs, reflecting a lot of expensive special training. Cannot be applied to any unit with Mechanized equipment, and even more expensive than usual if applied to Motorized units.

Putting It All Together:
Two examples, one ancient, one modern.
In the ancient period, you’ve just discovered the Advance for Iron Working. You already have Bronze-Working, Domestication, and Tactical Doctrine: Flexibility. Most of your units now are Swordsmen (bronze) and Phalanxes. You go to work on the Applications of Iron Working: Mail Armor and Iron Stabbing Swords. You don’t bother with Pikes. Once you have the two Applications, you equip a Man chassis with mail armor, shield, and stabbing sword, then start training under Doctrine: Flexibility. This results in an icon labeled Legion and a cost to re-equip and train each of the remaining Swordsmen and Phalanxes in the army. The Swordsmen are easy to retrain since they already fight individually as the Legion does, but they require extensive re-equipment. The Phalanxes require extensive retraining and re-equipping, so it will cost a lot of time and money to completely redo your army.
In the modern period, you have Machineguns, Artillery, Steel, and have just discovered the Internal Combustion Engine (automobile). You decide to develop the first Armored Cars. In the Design Workshop, you pick a Motorized Chassis. Under Propulsion there is a slider bar. You put it half-way up, mounting a pretty powerful engine on your chassis. Similar slider bars appear when you select Weapons: Artillery or Weapons: Machineguns and Defense: Rivited Armor. You put armor to near minimum (2), Artillery to 50% and Machineguns to 50%. These represent a combination of number and size, arc of fire, etc of the weapons. You discover as a result that you have a relatively heavy, slow, powerful armored car, with a red message indicating that off the roads or clear plains/grassland terrain its movement will be only 1: it gets stuck a lot! You drop Artillery to 0, Machineguns to 25% and add Special Capability: Reconnaissance. As a result you get a very fast, more mobile armored scout car to replace your light (horse) cavalry. You also get a cost for building each such unit and a maintenance cost per turn - high, because the technology is new and reconnaissance special capability requires heavy and constant training. You can take your cavalry units to cities or fortifications and convert them to armored scout car units: it will be less expensive than training new units from scratch, but still expensive because almost all the eequipment will be new and the continuous training costs for maintenance remains. The longer you have the Internal Combustion advance and the Motorized chassis the more capable and less expesive the chassis becomes, representing the continuous refining of the technology: after 10 - 20 turns, you could probably have your heavy armored car with decent mobility on or off the roads, Trouble is, by then you will probably face enemy tanks with even heavier combinations of armor and weapons possible because of the greater capacity of the Mechanized chassis.

Diodorus Sicilus
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posted July 16, 1999 16:30     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
Helicopters have a special place as units because they fall into several categories simultaneously. Normally, we think of them as air units, or in a design workshop (ala SMAC) as a Rotary Wing Chassis. However, they can also be used as Support weapons (Specialized Bombardment) for ground units, especially with antitank capabilities. They can also be a factor reducing casualties, since Medevac helicopters getting wounded into surgeries faster have greatly reduced the number of permanent casualties in battle, turning them into temporary casualties that can be returned to duty. Finally, helicopters can be applied to almost all modern surface naval units, which carry 1 - 2 helicopters for Special Capabilities like antisubmarine attack and defense, antimissile defense (decoys and reconnaissance) and enhanced gunnery effects by using the choppers to spot for the guns from altitude.
Therefore, I suggest that the Helicotper as an Advance be followed by several Applications of Helicopters, as follows:
Medevac
When included in a stack (army) of ground units, increases the Hit Points of all units in the stack by 50%.
Air Assault
An air unit Chassis, to which can be applied weapons, defensive systems or armor, and Special Capability-Cargo which allows it to carry foot chassis troops. The classis Vietnam-era helicopter usage.
Sea Kings
A Special Capability for surface naval units. This provides Reconnaissance (double vision range) for the naval unit (ship), +25% factors for any offensive guns or missiles, and +50% defensive against cruise missiles. If added to a ship with Antisubmarine Capability, it doubles the effectiveness of attacks on submarines. The downside is that this is a very heavy system: a WWII-type destroyer, for instance, is usually too small to carry it.
NotLikeTea
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posted July 17, 1999 11:45     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea     Edit/Delete Message
Geurilla Warfare:

What about this as a kind of special ability? Units with this ability would be able to attack units, but not fight to the death. They would, say, attack untill they themselves are wounded to 50% and then stop. Maybe they would be given an extra point of movement to retreat?

This would allow you to sneak into enemy territory, and do damage, with a minimum of units. It wouldn't be too powerful since it would not do as much damage as a normal attack. Perhaps it could work like SMAC artillery, where it cannot fully destroy a unit (except maybe civillian units?)

Of course, this would be soemthing often used by barbarians...

E
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posted July 17, 1999 12:52     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
Diodorus:

I like your stuff! well developed and thought out (you must be betwen books!) a lot of the stuff should be included in the combat section (actually I haven't checked yet if you put it there but it should). I like it because it backs my idea that there should be a strategic level but the zoom function should take you to the tactic level (an operational level war I don't think is necessary yet).

I'm all for the generalship idea and how different ages let you command different size armies, there definetely needs to besome C2 represented in Civ3. But besides the Prussian/General staff lets adda West Point wonder to train leaders (slight bias)

I think the formation idea totally backs my idea that as you progess through the ages organizational advances should be included and you generals should have an AI to know how to fight with that formation (real time fights too).

NLT: guerrilla warfare is great if they add a real time tactical level the hit and run tactics would be possible (GW is really only at tactical levels). I would like to see a revolutionary warfare ability but it would to hard to simulate idetifying and isolating a cities/regions elites and instituing a counter/shadow state, dau tranh (if you wan too) etc. and doing the whole rev war thing. I'm going try and wok on it, unless somebody has any ideas? (But take it to the combat thread!)

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"No eternal reward will forgive us now for wasting the dawn."
- Jim Morrison

Ecce Homo
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posted July 17, 1999 14:29     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
Has anybody mentioned land/sea mines or poison gas? I would like to see these, but I do not know how to implement them.

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The best ideas are those that can be improved.
Ecce Homo

technophile
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posted July 17, 1999 15:37     Click Here to See the Profile for technophile   Click Here to Email technophile     Edit/Delete Message
Ecce Homo:

In the Combat Thread (I think) I mentioned using cluster bombs (fired by bombers or artillery) to place "fragmentation mines", small mines that don't do a whole lot of damage but slow down an enemy and increase the effectiveness of bombing runs. This would be one possible use of mining, as a special ability for an artillery/bombing unit (the frag mines would only be effective until a unit removed them or until they damaged a certain number of units).

Another possibility for mining would be as a terrain improvement. Engineers (I don't think Settlers should have the mining capability) could pack a square full of mines which would be visible to you but not your opponents. Your units could move into and out of a mined square without any damage penalties (although perhaps with a movement penalty), and enemy units would suffer heavy casualties/movement penalties if moving through the mined square.

As for a mine-layer unit, I don't like the idea. It would be too specialized and could be abused. If mining were a terrain improvement then there could be a cost associated with it every time it was used, and if it were an artillery/bomber special ability then the mining themselves would be little more than a delaying tactic and could not be abused as it would do relatively little damage. But a mine-layer unit/a unit with the mine-layer special ability could literally PACK the ground with mines. I hate rush games, but mining units would effectively kill a rush game, which I don't think should be done.

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