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Author Topic:   UNITS (ver. 2.0): hosted by JT3
JT3
Civer

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posted June 15, 1999 14:35     Click Here to See the Profile for JT3     Edit/Delete Message
I'll post a summary soon.
yin26
Moderator

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posted June 16, 1999 05:34     Click Here to See the Profile for yin26   Click Here to Email yin26     Edit/Delete Message
-=*MOVING THREAD UP*=-
CivMike
Junior Civer

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posted June 17, 1999 04:52     Click Here to See the Profile for CivMike     Edit/Delete Message

Just found this site. I have several ideas for units...and have tried to organize them.

Land
-Mobile Rocket Launcher
-Troop Transport (would have defense of 2)
More organized transport of troops
-Rangers (Marines. paratroopers, and mech. infranty are only troops in Civ. There needs to be something in the middle that isn't priarily amphibious. )
-Trench troops (Would have to dig trench first, etc. Attack/defense woudl be high then only...kind of like fortifying.)


Air
-Modern non-stealth fighter. (In Civ2, you have the old propeller fighter and then jump to stealth. There needs to be something in the middle, and it would be available alongside Stealth planes-as in it wouldn't expire).
-Modern non-stealth bomber. Same concept.
-Tank-killers. (good against ground units, horrid against air units)
-Air transport units. (C-17)
-Spy planes of various types. (has been mentioned alot in discussion)
-Have 2 or 3 types of helicopters, like the Osprey (actually make it effective) and the Apache, etc. Having just one isn't really reality.
-Air Force One. Complicated, but would be used to transport your leader to another nation's capital and would have a low defense by itself--you could opt for fighter escorts to increase it--and would cause major reputation problems if you attacked it.) 1 Marine unit could board it, along with the President.

Sea
Basicallly, need more "modernization" and choices among each type of unit. For example:
-Submarines
U-Boat (earliest, expires with reg. submarine)
Submarine (newer, never expires)
Seawolf..can change name (newest, never expires, higher attack/defense than reg. subs.)
-Carriers
Old and new, increasing carrying capacity
-Battleships
Old and new concept.

Rockets
-Stragetic Nukes.
-Land to air missiles (battlefield use only, ONLY offensive ONLY planes).
-Patriot missiles (battlefield and carrier use only, must fortify to activate, ONLY defensive against ONLY missiles for 5 x 5 area around it)
-Land to land missiles (kind of like a SCUD) that would be launched via trucks--the graphic would indicate that. You would fire it by hitting a key, with a range of 10, and then it would have to "reload" somehow)

Other
President-With a new concept of a global summit (explained), you would need to send your president/leader. In a city, with increased protection in the capital, the defense is HIGH, on the road, its lower, and on air force one, its little, but would have high reputation consequences if attacked. Could board Air Force One only.

Unit Concepts
Naming/organizing. Kind of like "Carrier group JFK). This would help in tracking troops around the globe. Complicated but doable.

Thats about it...long but hopefully helpful.


FinnishGuy
Civer

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posted June 17, 1999 05:18     Click Here to See the Profile for FinnishGuy     Edit/Delete Message

My unit wishes:

- Strategic bombers: destroy or disable city improvements. Slows down or even stops production if used in massive numbers.

- ICBM nukes. These would be very expensive to build but can reach any map location without range limitations. Has a chance to counterattack automatically if enemy attempts nuclear first strike. Target cities can be preset by player.

- At least 3 version levels in aircraft and tank units (WWI era, WWII era, modern). Perhaps fourth, future.

Mo
Civer

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posted June 17, 1999 11:18     Click Here to See the Profile for Mo     Edit/Delete Message
Air transports:
I think it should be automated like in civ2 with the airports just increase the capacity and allow units to transport to airbases. A helicopter transport could be used to transport small number of units small distances. They don't have to land or start at airbases or cities.

ICBM nukes:
I think the closer the launch site (city, sub ..) is to the target should decrease their chance of launching retaliation.

FinnishGuy
Civer

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posted June 17, 1999 11:26     Click Here to See the Profile for FinnishGuy     Edit/Delete Message

Mo:

Very good point on ICBMs. Shorter reaction time...

Sieve Too
Civer

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posted June 17, 1999 14:05     Click Here to See the Profile for Sieve Too   Click Here to Email Sieve Too     Edit/Delete Message
Although the Spy is already too powerful, recent events in Kosovo have prompted me to request a new power for Spies: Steal maps. Right now maps can only be exchanged by peacefully agreeing civs. While a stolen map wouldn't show unit positions, terrain improvements and city sizes would be visible.
FinnishGuy
Civer

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posted June 17, 1999 14:36     Click Here to See the Profile for FinnishGuy     Edit/Delete Message

Some more thoughts on ICBMs:

The proposed automatic counterattack capability would create true MAD (=Mutual Assured Destruction) balance. As it now is in CIV II and SMAC, nuclear first strike always succeeds because the opponent can't respond until his turn. If you have enough nukes, you can completely wipe out the enemy before they can do a thing (provided no SDI/defence satellites). With the ICBMs nuclear war would become very risky gamble as you never know how strongly the enemy can retaliate. Still you know that he WILL retaliate almost certainly. Consequently, the world would be pacified by the balance of terror, like in the real cold war between USA and USSR. Until someone gets MAD enough to try his chances...

Darkstarr
Civer

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posted June 17, 1999 14:39     Click Here to See the Profile for Darkstarr   Click Here to Email Darkstarr     Edit/Delete Message
Actually, I'd like to see them use the customization of unit design in SMAC. With additions...

Sense Range - Sense Range becomes a stat, like weapon, armor, hit points and chassis. This would be how many tiles away does a unit have the ability to see. When the modern techs get reached, you gain the ability to add an enhancer, granting extended range. For instance, with the advent of optics (telescopes), you can now design units that have +1 sighting range. With the advent Radar, you can add a short range radar to a unit design, and gain a +2. Yadda yadda yadda. Certain chassis gain an automatic sense range bonus due to the element they operate in. Surface ships gain +1, as do Air chassis. High Altitude optioned air chassises would gain another +1 sense range, on top of their normal +1 due to being an Air Chassis. (High altitude air units would cost more to build, but only be vulnerable to High Altitude Air Response units (SAM Missiles, High Altitude Interceptors, yadda yadda yadda).

I'd also like to see a combat system used where defense knocked off damage inflicted, and all units used their Weapon rating to inflict damage. This would mean that when your heavy "Arthurian Knight" model tanks of Weapon 12 Armor 8 Move 2 Early Heavy Tracked Chassis go into the 3rd World countries and fight "Phalanx" model Weapon 2 Armor 2 Move 1 Bronze Age Infantry chassis, the tanks couldn't be HARMED. I mean, lets be honest...

I think any unit in Civ or Civ 2 can be fairly well modeled in the SMAC unit design system. I would just like that system extended with certain enhancements to allow an even greater variety of possible historical fiction/fantasy lines.

And it would be nice to limit being able to build units based on certain chassises to cities that had the prerequisite infrastructure. For instance... to build Horse chassis units (Horse Cavalry, Horse transported Infantry, Knights, Chariots) requires a stables. (Of course, wonders/secret projects could allow for counting as an automatic building type throughout all bases of your nation... i.e. Stygian Stables could act as a stable in all your cities).

-Darkstar

DarthVeda
Civer

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posted June 17, 1999 15:16     Click Here to See the Profile for DarthVeda   Click Here to Email DarthVeda     Edit/Delete Message
How about a terrain built by engineers called "Missile Silo" that you could store your nuclear missiles in. The Silo would be invulnerable to nuclear attack, but vulnerable to conventional attack.

I still want the concept of mercenaries. You could lease your troops to another nation for X years, then they would be returned. You could also lease them to barbarians as "Pirates", but you would dictate where they would be placed. Pirate units would take longer to be returned.

Any unit sent as a mercenary receives a veteran upgrade. There also need to be a few more types of experience:

Conscript -- Rush Bought
Green -- Produced normally
Experienced -- Some Combat
Veteran -- Hardened War Vet
Elite -- Crack Division

Customization would be nice, but only if it could be modified easily for scenario purposes. Also if it prevented silly mixes. Like a Knight with a nuke.

Also, if a nuke hits a city, the city should be leveled. Especially with repeated nuclear attacks.

Mo
Civer

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posted June 17, 1999 18:54     Click Here to See the Profile for Mo     Edit/Delete Message
spys:
In SMAC when you try and steal technology and they don't have any tech which you don't posses you will steal their world map.
Flavor Dave
Civer

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posted June 17, 1999 19:09     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
"-Tank-killers. (good against ground units, horrid against air units"

You mean, like the helicopter?;-)

What would be the purpose of a modern fighter?? How would it fix a flaw in the game??

What would extra helicopters add to the game? As far as realism goes, if you want realism, play 2 turns and die of old age.

CivMike
Junior Civer

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posted June 18, 1999 01:56     Click Here to See the Profile for CivMike     Edit/Delete Message

On modern fighters, it just makes sense. You don't jump from propellers to stealths. I know civilization can't mimic everything in the real life military, but that gap is just silly. I think that a modern fighter could be less expensive, and have firepower somewhere between the propeller and stealth. I also think that there is a problem in the game of fighters only being good for attacking bombers--I've had fighters lose to pikemen. C'mon! Fighters, as seen with Kosovo, attack cities regularly, not just bombers. But anytime I try it in Civ 2, I usually lose. Also, bombers should be able to bomb more than one target on a run.

On tank killers, helicopters are only part of tank-killing warfare. Attack planes are also good for it. Just an added weapon, thats all. Adding different types of helicopters I think just makes strategy that much more important.

Maybe its just that i'm in a family full of military people, so I'm a perfectionist! :-)

Mr. Bigglesworth
Junior Civer

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posted June 18, 1999 02:21     Click Here to See the Profile for Mr. Bigglesworth   Click Here to Email Mr. Bigglesworth     Edit/Delete Message
Instead of a fighter between stealth and propellors, how about a modern fighter/bomber that would have a bombard ability (like bombers in CtP) that is slightly less than their attack ability. This way your fighter would not lose to the pikeman, but might not destroy it either, but do damage. This would work if the air combat is more like CtP and not Civ 2.

------------------
"When Mr. Bigglesworth gets upset, people DIE!"
- Dr. Evil

CivMike
Junior Civer

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posted June 18, 1999 03:06     Click Here to See the Profile for CivMike     Edit/Delete Message

I definitely like the fighter-bomber idea. I had not thought of that. It would be a workable solution, and should be included when you think about it.
Flavor Dave
Civer

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posted June 18, 1999 13:32     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Fighter-bomber--now THAT'S a worthy idea. Attack of, say, 6, or 8, otherwise exactly like a fighter, except with weaker "intercept" ability. The key would be that it could attack *and* return. If Firaxis doesn't want to make bombers useful by either allowing them to return, or allow fighters to escort them, this would be one way around that. Cost=80 shields.

Of course, if Firaxis DOES fix this problem, the fighter-bomber becomes useless, as it could be replaced by a fighter-bomber combo, which would be better, even at twice the cost.

Ecce Homo
Civer

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posted June 18, 1999 15:05     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo     Edit/Delete Message
I have made a Mod Pack where I have disabled Airbases because they are abused and the computer never builds them. Instead I have got an Air Force Squad unit which acts like a walking airbase. The image is a soldier with a radio and a big searchlight. It has got the aircraft carrier, *2 defense vs air and 2*vision range flags turned on.

I believe this could be a better way to make an airbase system.

[This message has been edited by Ecce Homo (edited June 18, 1999).]

Mo
Civer

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posted June 18, 1999 15:33     Click Here to See the Profile for Mo     Edit/Delete Message
Bombers:
I think that bombers should only be damaged in combat if they are fighting an antiair unit. Bombers also shouldn't completly destroy units all of the time. This will then also increase the importance of fighters.
Flavor Dave
Civer

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posted June 18, 1999 19:50     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Mo--why should this be? As I see it, if bombers couldn't completely destroy units, that would give a player even LESS reason to build them.

Please explain your idea.

Mo
Civer

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posted June 18, 1999 19:56     Click Here to See the Profile for Mo     Edit/Delete Message
I think they should still be able to destroy units but it might take them 2 turns of bombardment instead of one. But they would also destroy infustructure every time they attacked a city or a square with improvments. Most bombers aren't all that accurate and camoflaged and units in forests are hard to find and harder to bomb and kill.
Flavor Dave
Civer

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posted June 19, 1999 12:38     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Mo--as presently constructed, I don't build many bombers. That's b/c while they are very destructive, they almost always knock out the target, then they sit there and get killed. IOW, bombers are a crappy unit. Too expensive for what they give you.

So, why would you want to make them less effective? Do you play deity? Cuz if you do, then you know that the AI gets fighters pretty damn quick. Your window of using bombers without the AI having fighters is real small. And then throw in that it takes forever to move them to the front...sorry, the air system would have to be overhauled pretty seriously before I would begin to consider your idea a good one.

BTW, bombers almost never lose to ground units, it's the fighters that get them. So, your enhancement of the bomber is pretty weak.

Besides, if you want realism (all together now) play two turns and die of old age.

Mr. Bigglesworth
Junior Civer

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posted June 19, 1999 01:51     Click Here to See the Profile for Mr. Bigglesworth   Click Here to Email Mr. Bigglesworth     Edit/Delete Message
First off, i am getting pretty tired of reading "if you want realism play two turns and die" that comes at the end of many posts. I think that realism adds a lot to gameplay and keeps players from developing can't miss strategies, well keeps the number down anyway.

Secondly, the air combat system of CtP is greatly improved from Civ 2, bombers dont always have to fear being caught out in the open, but they do have to fear being shot down before they even reach the target, "due to active air defense." In Civ 2 i never produced bombers, b/c they would just get shot down after one attack anyway, and cruise missiles were stronger and cheaper. Bombers have greater importance in CtP's system, and i hope that the Civ 3 system is modeled after it.

------------------
"When Mr. Bigglesworth gets upset, people DIE!"
- Dr. Evil

Flavor Dave
Civer

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posted June 19, 1999 10:57     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
You know, that's a funny coincidence, because I'm tired of seeing suggestions made in the name of realism that have no discernible positive impact on the game, and fairly obvious negative impact. In particular, I think that a large number of the realistic suggestion, probably a majority, restrict rather than enhance strategic choices. Which is the opposite of what you (and I) like.

But, different strokes and all that.

Atahualpa
Civer

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posted June 21, 1999 06:31     Click Here to See the Profile for Atahualpa   Click Here to Email Atahualpa     Edit/Delete Message
I hope someone already suggested recruiting instead of building!

Recruiting (similar to Colonization) would be more realistic.

Sorry, I cant look through all the threads now, I dont have much time right now.

ATa

crusher
Civer

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posted June 21, 1999 19:16     Click Here to See the Profile for crusher   Click Here to Email crusher     Edit/Delete Message
Has anyone seen JT3's(the third?) summery?

------------------
"War does not determine who is right,It determines who is left."
-Crusher-

Mikel
Civer

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posted June 21, 1999 21:02     Click Here to See the Profile for Mikel   Click Here to Email Mikel     Edit/Delete Message
I have come here to try to tempt you all into a new way of thinking about units. Instead of talking about new types of units (i.e 3 types of battleship in the new game) I would like to see a new way of dealing with units. I'll try to elaborate.
Rather building battleships and pikemen, I would like to see the new game allow us to develop our own types of armies and navies. I'm don't mean a unit design like AC had, more a way of choosing how your armadas for example are composed. Imagine in the beginning all you can make your armies up of is Warriors. So you have units composed of 500 or 1000 warriors whatever you decide. Then you discover Archery. Now you can make up armies of say 300 warriors and 200 bowmen, again its up to you. This new type of soldier (the bowmen ) will add a nem dimension to your units capabilities. I am not going to suggest what that is as it depends on other aspects of the game, but let us say that the game includes a simple battle screen over which you have control. The bowmen now allow this army to make ranged attacks. This is just an example though but if the game eventually does include such a screen then a few large army blocks would be much easier to control but still leave you with tactical decisions to make, without becoming the focus of the agme which might happen if a battle screen involved large numbers of individual units.

The size and composition of your army could also be used to determine other things that some people have suggested such as it's supply needs and perhaps its name. For example a unit of 500 footmen and 500 Men-at-arms built in Plymouth could be called by the computer the Duke of Plymouths House Guard (if he had a very large house) whereas a group of 200 heavy cavalry and 300 light horse built in the capital might be known as the Royal Cavaliers.

I like these ideas but they have lots of room for improvement if people start making suggestions.

Hope this isn't lost on the winds of time.
Mikel

PS Thanks Icedan

E
Civer

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posted June 22, 1999 05:21     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
I long believed that unit strength should be represented by manpower and not some strength bar. Real life army units report strength percentages based on personnel and mission-capable vehicles. Besides this would work with the battle calculations (multiplied by firepower, morale, range, etc.) But if we gothis route we need unit organization possible too. A jumbled mass of 500 infantry is nothing really until they are organized
into battle formations like a phalanx or a legion (which requires weapons technology too). That is something civ needs to represent too.
Current debates on the "revolution in military affairs" may revolve around new technology but organization (command and control and the battle formations) apply that new technology and the US Army is looking
into devising new organization structure and new organization techniques should be advances. But if you organize your troops independently (like if you make an ancient formation that can beat a legion, by using an
organization design window or something) you should be able to save your formation styles and name them (so if you build more troops you can have a list of sorts of organization types like combined arms task force, or
infantry group, airborne unit,etc. that you can choose to organize your units).
Flavor Dave
Civer

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posted June 22, 1999 10:10     Click Here to See the Profile for Flavor Dave   Click Here to Email Flavor Dave     Edit/Delete Message
Let me try to synthesize the two ideas above. I'm trying to keep this from being too complicated.

1. A battle group would consist of at least one unit of each type--artillery, fast, infantry. So, from catapult, horsemen, and phalanx, to howie, tanks, MIs. If you have all three elements in the same tile, they create a synergy that strengthens them. Less synergy with 2 types. Also, you might be able to choose from a small number of formations (3?), that emphasize counterattack, hold, or a combination, when attacked, or crush (limits retreat-ability of opponent) hold (emphasizes taking the tile), or a combination, when attacking. And, you can't create a battle group until you get a certain tech, perhaps chivalry, or leadership. If you win the battle and clear the square, you would have the option of moving your units in. Further, this battle could be fought on a screen (option), for you to watch. That would be waaaaay cool.

A battle group would function like a fortress in that you'd only lost one unit at a time. And, as each unit is killed off, each side has the option of retreating. Let's say you have one pikeman, one catapult, and one knight. When attacking, you could choose between 3 formations--knights forward (this would increase your chances of eliminating the opposition, since the knights would be in good position to cut off the retreat, but also increase your chances of being eliminated, since the knights would be less able to support the main battle), knights flank (combination) or knights reserve (opposite effects of knights forward.)

2. Give the option of regular phalanx, or heavy phalanx (twice the cost, twice the power.) Ok, that idea isn't too great, since you could just as easily build two. But along those lines. Perhaps heavy phalanx costs 30 shields, and has 1a/3d. You'd build this in your outpost cities. And, later in the game, you'd have the option of light, regular, or heavy musketeers. 20, 30, and 40 shields, with proportional a/d. Thinking more about this, the heavy, regular and light should be something only available with gunpowder.

Sometimes, you just want the square, like when it's a city. So, you'd choose knights reserve. Sometimes, the key is killing the enemy soldiers, so you'd choose knights forward. But then, you'd have to take terrain into account, and whether or not you have another battle group nearby, and can afford to take a chance.

One advantage of the battle group concept is that it opens up a strategic option. Now, offensive war is blitzkrieg--build lots of vet. elephants/knights/cavalry, accept losses. With the battle group, you would move more slowly, but more surely, winning more often. It would be ideal for taking that one pesky city, or for basic disruption of an enemy civ, or to take a city and force peace when you're not ready to fight.

Putting these two together, the stronger your infantry unit, the more likely that you'll choose knights forward, since the infantry can probably take it. This would make fighting battles less simple. Fighting battles would be more subtle, but the war part of Civ3 wouldn't be more important, relative to the other aspects of Civ.

[This message has been edited by Flavor Dave (edited June 22, 1999).]

Alexander's Horse
Civer

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posted June 22, 1999 19:47     Click Here to See the Profile for Alexander's Horse     Edit/Delete Message
posted May 28, 1999 02:41
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Ditch caravans/freight (they're a pain in the arse). I would like to have a leader/emperor unit that:

. Started the game for you (but still have settlers)

. had a defense factor higher than zero (reflects bodyguard)

. Could establish cities (like but not replacing settlers - reflecting the court/nobles and retinue)

. Carried the "crown jewels" (which could be built up over time and captured by other nations - replaces the palace/throne room interface).

. Acted as the capital (like Louis XIV, where the leader is, that is the capital - "palaces" become regional government centres unless the leader is there).

. can directly control some units (i.e. when accompanying them or within capital city radius - so even if your last city is destroyed, all is not lost!)

. Give a combat modifier to controlled units, i.e. when travelling with them or within the city radius of the capital (improve factors).

. had to be killed/captured to destroy a civilisation (but can be reborn/built after a period of civil war/anarchy if killed while your empire still has cities).

. If travelling, can buy cities of other civs like diplomats.

. Has other diplomat/spy qualities (incentive to sometimes put the emperor in the frontline, leading his/her troops).

. Moves at a rate of three across all terrain (easier to flee enemy units).

Why do I want this? Because I think would be fun to flee on the last ship from your last city as it was being destroyed and set up shop elsewhere. Equally make it much easier to establish elsewhere if the computer put you on a poor part of the map at the start of the game. Also would like to hunt down the leaders of other civs and capture their treasures. Assasination of a moving leader also becomes a real possibility. Emporer flees and use treasures to buy some cities from another civ is another. Civil war would generate two leaders and one would have to kill the other to win etc. etc.

Also would like to have generals which modify combat/command armies/navies (but they should be expensive and limited). With regionalisation, every province could have a governor and a general for example.

Icedan
Civer

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posted June 23, 1999 05:04     Click Here to See the Profile for Icedan   Click Here to Email Icedan     Edit/Delete Message
I posted this elsewhere, but here it is again..

I actually kind of like the idea of upgrading current units to a point where we don't have to change the whole thing like a phalanx to a musketeer, rather a phalanx to a centaurian, not actually changing the whole unit itself, but upgrading it slightly, giving it a new name and slightly better defence and whatever, and maybe give it a golden helmet just to make it look upgraded aswell.

Theben
Civer

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posted June 24, 1999 12:21     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
This fits under 3 categories-units, combat, and radical ideas-so I'll post this at all 3:
I've suggested before-and this would work great with the SMAC workshop-the attack/defense values should be scrapped and replaced with the following: land/air/sea/space (or LASS for short). Both attack and defense would be based off of the appropriate terrain. FE, a phalanx would use it's air rating vs. a fighter (none or low) while the fighter would use it's land rating vs. the phalanx (low to middle for modern units, but still much higher than the phalanx. Also with more hp's and firepower). Reasons:

1) Combat in CIV/SMAC/CtP is on a strategic scale; although tactics are a part of the combat, you don't make those decisions (thankfully). Combat consists of charges, feints, counterattacks, etc., so the idea of attacker & defender on this grand scale is lessened unless the defender is in a fortification of some sort (which can be taken into account).

2)This is regarding SMAC unit construction mostly, but it appears it will be used in civ3. In SMAC combat is resolved by comparing the weapon strength(attacker) vs. the defender's armor. This is ridiculous; the defender's weaponry and the attacker's defenses aren't taken into account but I think anyone would agree that they should.

3)It would work very well with a modified workshop. The player could buy each attack level for each category when the appropriate technology is gained. FE,
Fighter(WWII era): land=low, air=high, sea=low, space=none
Dive bomber: land=medium, air=low/medium, sea=medium/high, space=none
Torpedo bomber: land=low, air=very low, sea=high, space=none
phalanx: land=low/medium, all others=none
musketeers: land=low/medium, all others=none
marines(20th cent): land=medium/high, air=low, sea=none, space=none
Each category would also be divided by their hit points, and the strengths of each would overlap. FE, Ancient units (1 hp) can have a a strength from 1-5 land(approximately). Gunpowder units (hp 2)would have STR's from about 4-7, modern(hp 3) 7-12, etc. The weapons, etc. for the graphics would change when the hp level is selected in the workshop (where the reactor is now).

To differentiate between similar units, such as legions vs. legions, there would be modifiers:
-Terrain, which would apply to both attacker and defender (infantry bonus in cities; horsemen, tanks in open; special units-alpine, marines-in their specialized terrain); forts could count as terrain that only benefits the defender, but allows attackers to retreat easier & defenders less easily
-Morale, social engineering(happy soldiers fight better than unhappy soldiers), & tech bonuses (techs that would give a minor advantage to combat that are otherwise too small for the workshop; i.e. writing, telegraph, satellite mapping).
-The Random Combat Events: RCE represents the things that happen in combat that are unforseen and out of your control. Applied each and every time units engage in combat. Using a scale from 1-100, whereas 1=disaster for the attacker & 100=disaster for the defender. Most of the time results fall in the middle, which has no effect on combat. Other results give a minor bonus to the attacker or defender. Can be modified by military "leader" units & attacks launched from surprise(to be discussed later). Allow a toggle at game start to turn this effect on or off.

Eggman
Civer

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posted June 24, 1999 11:08     Click Here to See the Profile for Eggman   Click Here to Email Eggman     Edit/Delete Message
It should be possible to upgrade units. It is annoying to have to replace obsolete units every 50 turns when new technology appears. I think it would be easier just to spend some production and/or cash and upgrade it to the new unit instead of building a new unit and then disbanding the old one.

Really, what is the difference between a phalanx, a legion, a musketeer and mechanized infantry? Basically just equipment and training. The actual soldiers are the same. Same deal with the mounted units. Even with ships, all you are really doing is replacing the ship, not the crew.

What should happen is that when my unit becomes obsolete, I should have to bring the unit back to a city (maybe with a barracks or the appropriate improvement) and refit it. The refit costs LESS than the full cost of the new unit since I don't have to recruit anyone. The unit either keeps its veteran status or is slightly reduced (the troops may be a bit clumsy the first time with their new weapons but they remain well trained soldiers when it comes to keeping their cool).

There may be some exceptions to these upgrades. I can't see how to upgrade cavalry to armor. Those two units are completely different from each other, even though they perform the same role. Perhaps the cavalry could be upgraded to another unit, such as an infantry unit.

Theben
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posted June 24, 1999 13:02     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Eggman,
I always considered cavalry, i.e. "mounted units" to have their own separate chassis, from infantry, tanks, etc.
The rest sounds good though.
E
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posted June 25, 1999 18:05     Click Here to See the Profile for E   Click Here to Email E     Edit/Delete Message
A big issue that is often forgotten is command and control. Oddly enought C2 as its called is now the focus in US Army doctrine and is supposed to be decisive in Information Age Warfare. CIV2 sticks to an Industrial Age idea of production and defeat by mass (rarely have I played a game where a small army bats a big one). The information age (in theory) gives small flexible armies an advantage if they have better C2 and can destroy the enemy's C2 nodes (such as in the Gulf War).

CIV3 should have C2 elements because it is to unrealistic and it kind of makes games unbalanced or not practical when you can send Legions around the world and you still can control them (not to mention the supply issue). Leader units should be used for: a morale/leadership bonus/ command and control/ and for stacking (maybe a battle AI). But there needs to by C2 element like how you send your orders which may seem tedious but anyone familiar with military history knows that the means of commo determined a lot of battles and campaigns. This would make it prctical because the same reason the US today can have a global presence and the romans couldn't had to do with C2 (not to mention how the mongols built a world empire but it crumbled because over overstretch, it was to big to C2).

Some units would be towers (Persians and Romans commo'd by fire signals, but it took days to send messages), horse carriers, then later to telegraph, phone, radio, satellites.

This won't add to the tedious but would make it more realistic and challenging and it would be great to intercept enemy messages and figure out there strategy or foul up there plans by intercepting there messages or sending false messages (of course it would be frustrating to be on the other end, but thats a challenge)

Mikel
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posted June 28, 1999 09:52     Click Here to See the Profile for Mikel   Click Here to Email Mikel     Edit/Delete Message
Well I noticed a while back that people where discussing the idea of units needing supply line. Someone even suggested that they may need multiple types of supplies. Personally I feel that is getting a bit complicated but three types of supply types may be workable, rations, fuel, and information.
Any comments?
Theben
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posted June 28, 1999 09:55     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Mikel,
Read SUPPLY, MOVEMENT, etc. There are many excellent suggestions there.
Jakester
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posted June 29, 1999 21:30     Click Here to See the Profile for Jakester   Click Here to Email Jakester     Edit/Delete Message
I dont know if anyone has talked about this here yet but I think mercenaries should definetly be a part of civ3. I just finished writing about this on general suggestions but I wanted your guys input if u didnt see it. I think they would best be represented in a more realistic type of combat with numbers of soldiers involved instead of just units. Colonization had the units for mercs but I would definetely prefer the more lords of the realm2 type of combat or possibly a scaled down battleground type of map. So Im really askin two questions. Do we want mercs and if we do realistic combat or ctp type combat? Check out my article on the other civ3 section if you want to see a more detailed description of my ideas.Thanks
Diodorus Sicilus
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posted June 29, 1999 22:09     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus     Edit/Delete Message
The “types of armies” fall into certain recognizable patterns. The current game systems make no provision for “mobilization” - everybody is in uniform or carrying a shield all the time. If we go to a system of raising forces as needed based on an existing pattern or organization, the patterns could be as follows:
1. Civilians in Uniform The army is raised from the population based on who can supply their own weapons and equipment. This is the standard pattern for all barbarian, nomad, and most ancient city states.
2. Paid Professionals The army consists entirely of those who make it their business. This is the Roman legion in the Imperial period. This was also the pattern for the 18th century European armies, based on the fact that the long drill required to make a good musket unit was considered too time-consuming for ‘amateurs’ to have a chance to master it. This is the most expensive army to maintain, because they have to be paid all the time
3. Call Up the Pros The army consists of those who have the weapons and know how to fight in the population, but they are only called up as needed. This is the classic fuedal system, in which knights had (ostensibly) no other profession than to carry arms. Even then, it was usually supplimented by ‘calling up’ a portion of the (amateur) peasentry as footmen. This is slightly less expensive than paying the Pros all the time, but since they have to be supported while they train on their own, it still makes a deeper hole in the economy than any system other than No.2 above.
4. Draft The conscript army consists of Everybody who can possibly serve. However, most of them serve only for a couple of years, then go into the Reserves which can be called up in case of war. This requires a large standing army to train everyone, but allows a huge army to be quickly mobilized from the trained reservists. This is the European system common since 1815, and modifications of it persist in virtually all armies today. By providing a ‘sliding scale’ of % called up and training time, you can adjust the size of the standing army, and reserves available to the economic resources you want to spend on the military. In Democracies the Happiness will also vary (sometimes dramatically) with the % called up each year and the amount of time they have to spend in uniform.

Equipment for the Host is provided by the troops in Systems 1 and 3, must be provided by the State in System 2, and must be provided and stored for the reserves in System 4.

Navies always require more training than armies, but the common system from ancient times to the present day is to have some or even most of the warships ‘laid up’ in peacetime (ancient Athens had Ship Sheds for the triremes in storage). This usually requires a training time when the crews are called up again, which will vary depending on what % can be provided from the Active Navy and what % of the population makes their living on the sea: England had a big advantage for most of the 17th and 18th centuries because she could support a large navy from a large seafaring population: recruiting experienced sailors wasn’t always easy, but it was possible and it’s much easier to train landlubber as naval gunners than to train them as sail handlers.
Therefore, almost all navies will fall into the same patterns as the armies: usually nos 2 or 3.
With the same requirements for specialized training, air forces can be treated like navies: the state provides all the equipment, but the men can be called up or full time: patterns 2 or 3.

So, if most of the military units only exist in wartime, how do I explore? Earliest explorers would be the Warriors/Hunters - wandering after better game or pastures, finding things and people by accident. As soon as Trade is ‘invented’, the Merchant-Adventurer, hot for a new source of goods to trade, becomes the primary explorer. A variant of this is the Prophet or Priest looking for converts to his faith, who will explore for slightly different reasons, and the Conquistador variant who explores looking to conquer the goodies instead of trade for them.
The professional explorer is largely a 19th century invention, but the same effect can be obtained from the earlier Merchants, Priests, and Conquistadors. The neat thing is that based on your Economy and Religion scales, your civ will generate Merchants and Priests to explore automatically - the government at most will subsidize them. Same with Conquistadors, but the militant religious explorer-converter is a phenomenon peculiar to only some religions, so there will have to be some kind of limiting rules, proably based on the type of religion in the civ (proselytizing or not?) to keep everyone from sending out Crusaders, Conquistadors, and other religious fanatics to abuse their neighbors.

monolith94
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posted June 30, 1999 21:13     Click Here to See the Profile for monolith94   Click Here to Email monolith94     Edit/Delete Message
I want a wisconsonite cheesehead unit
Alexander's Horse
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posted June 30, 1999 22:22     Click Here to See the Profile for Alexander's Horse     Edit/Delete Message
I would rather build armies and fleets than "units".
Gregurabi
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posted July 02, 1999 15:08     Click Here to See the Profile for Gregurabi   Click Here to Email Gregurabi     Edit/Delete Message
(yin -- sorry about starting a new thread. When I tried to reply in this thread the other day, I got syntax errors from the web server. Reposting here.)

Something's always bothered me about the Civilization unit concept. Military units should not be built in factories. Military units are people!

When you wish to build an army for your civilization, you should require people, and you should require weapons and other gear. The people should come from your population (perhaps not a whole "population point" -- that's another strange concept as it stands). The weapons and other materials should be manufactured the way units are currently done. Then in order to actually build an army (what we call a "unit" in the current gaming system), you would have to put the people and the equipment together in a city which has a military training base (similar to a Barracks in Civ1/Civ2 but not identical). The training would require some time -- and the more time you invest in the training, the stronger your army would become.

This is VERY vaguely similar to a concept from Colonization in which your "people" are actually individualized, with different educations (including soldiers), and require guns and/or horses to become fully equipped military units. However, I thought it rather silly that when your mounted units lose a fight, they simply lose their horses and can either fight as a ground unit or go get new horses. *That* idea is right out -- but the
education/training thing is something I liked.

When you take people away from their farms and businesses and put them in the armed forces, you make a trade-off which affects your civilization's prosperity beyond just raw production. I think this is an important consideration which is missing from current Civ games.

(In response to Theben's point in the other thread -- doing this requires a game model in which your city has more "population points" than Civ1/Civ2/CTP cities have. Consider Colonization -- that game is balanced so that you need more population points in order to get the full potential from your cities. You need Lumberjacks to harvest wood, plus Carpenters to convert the wood to "hammers". You need Miners to harvest ore, and Blacksmiths to convert the ore into "picks". The "hammers" and "picks" are used to produce new buildings, guns, etc. So instead of having two citizens working land tiles as per Civ1/Civ2, you need about 4 citizens in Colonization to get rougly the same kind of effect. So your cities have twice as many population points, and therefore losing a population point to produce a military unit doesn't hurt as much. I rather liked this.)

Scooter
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posted July 02, 1999 16:24     Click Here to See the Profile for Scooter   Click Here to Email Scooter     Edit/Delete Message
I posted this response to your idea on the other thread. Here it is again so others can comment one way or the other.

This sounds exactly like Lords of the Realm II. Basically, you chose what weapons to produce, depepnding on what resources you have, and then you can build an army using those weapons and people from the populous.
It was good for that game because it did not require too much micromanagement in the strategy portion of the game. You could afford to micromanage your military. I do not like the idea of incorporating this into Civ3 however. Civ is a strategy game, not a military simulation. Micromanaging my cities is fine. Micromanaging my Civ is fine. Please, please don't make me micromanage my military down to the unit and equipment. As the ruler of my empire, I simply say "Make me some tanks" and it get's done. I don't say "Make some tank bodies, 2 treads, a bunch of wheels, a turret, a 105mm gun, a small arms gun, find some men, train them, etc, etc."

"Shields" are supposed to incorporate all the resources. Timber, steel, coal, etc. If Civ3 comes out and we have to divide shield production into different resources, then refine that resource into a semi-finished good, then ship it to a factory where it combines with other goods just to make a gun that is then shipped to yet another factory to finally build the tank, I'll go nuts. If I wanted that, I'd play Industry Giant, or something like that.

Civ is a strategy game, not a manufacturing simulation. Like I said before, when I want a tank, I simply say "Make me a tank". Period. It is assumed that that order goes down the pipeline to the appropriate underlings who do what it takes to make it happen. I am god. What I say goes. I do not want to be an underling. I'm already one of those in real life.

Your other idea is workable and realistic in my opinion. But to do it we have to define how many people are represented in a Population and how many troops are represented by a unit. I believe a Pop is 10,000 people. If a unit represents 10,000 soldiers (or pieces of equipment with soldiers), then it stands to reason that a Pop would be subtracted for every unit you create. This would cause many problems. Pop would decrease way too fast in times of war. So if we adjust a military unit down to 1,000 people, then we run into fractional Pops. Do you want this? I don't think I do, but that is what these threads are for, right?

------------------
"BEEFCAKE, BEEFCAKE!!!

-E. Cartman

Mind Elemental
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posted July 03, 1999 01:15     Click Here to See the Profile for Mind Elemental   Click Here to Email Mind Elemental     Edit/Delete Message
I think having some different resources is a good idea- it differentiates between the wood & cloth for a man-o-war and the steel, electronics, fuel, etc. for a tank. Civ III can simply use the Imperialism system (tools, lumber, arms, hardware, steel, etc.) - not too many resources to confuse things, and a great many of them can be trimmed nyway.
Theben
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posted July 03, 1999 09:00     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
I posted an idea elsewhere that resources would be visible on the map-wood, oil, iron, uranium, etc. (not every resource would be, just the big ones). If the resource was in your territory, you could use it at all your cities, if not, you'll have to trade or conquer for it. Keeps it simple, Stanley.
Theben
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posted July 03, 1999 09:07     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
RE: loss of pop when build military unit,

I've changed my position, I'm now against it. Why? Because some things civ doesn't and cannot represent. Most of those military personnel would be working at civilian tasks for the majority of their existence, either working in the fields during serfdom or moving on to public/private service after 4-6 years in modern times. Either case has little impact on a region's(city's) production & pop levels. This isn't possible to model with units that remain in existance for hundreds of years.

Chowlett
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posted July 03, 1999 13:06     Click Here to See the Profile for Chowlett   Click Here to Email Chowlett     Edit/Delete Message
I've posted this before, but I haven't seen it in a summary, so I'll post it again.

Upgrading units is fine, so long as it's kept sensible. For example, IMHO it's ridiculous to be able to upgrade a unit to better armour, on the discovery of Iron working for example, while it's out in the field. Where did it get the iron armour from? I say that a unit needs to be in a city (or as someone else suggested, a city with a barracks) for at least 1 turn.

Alternatively, I say a unit should be able to upgrade after defeating a higher technology unit, to represent the spoils of war idea - I beat you, now that you're dead, I'll have your armour and this new-fangled gun, kind of thing. To mediate the power you could gain through this, I suggest that a new weapon (not armour) should either be taken only if it makes sense to the unit (give a swordsman a bigger sword, but not a bow and arrow), or should be used at a slightly reduced effectiveness for a while until the unit works out exactly how to use it to the best effect.

The Brain
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posted July 05, 1999 01:24     Click Here to See the Profile for The Brain   Click Here to Email The Brain     Edit/Delete Message
These units could be under called "Religious" units:
Witch Doctor- The early religious leader of your city. He is a temporary "temple" until you build the real temple. Once the temple is built it he will lead it. He will keep the citizens happy partially. Can not move out of city.
Preist (Mysticism)- Once you discover the advance in the parantheses the witch doctor is converted and works in the temple double time doubling his effect on the city. Also cannot move out of city until Polytheism is discovered.
Guru (Polytheism)- About the same thing with the previous unit except they can move and convert enemy units making them part of your civ, but it has zero attack and defense. Coversion is not always absolute.
Bishop (Monotheism)-Same things as previous
unit but has the ability to preach to an enemy city and cause a revival in the city making the people join your civ out of faith in your religion. Has somewhat defense power due to people following him in faithfulness to him. Doubles effect of cathedral.
"Jesus" (Fundamentalism)- NOT really God! Everyone thinks he is God and will die for him. Therefore he can covert cities almost easily. Makes whole city happy. Only with Fundamentalist government. Has a good defense since LOTS of people following them and will fight for him.
Theben
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posted July 05, 1999 01:51     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Brain,
I hope your kidding.
Theben
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posted July 05, 1999 09:49     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message

These are my ideas from the old "Units" thread, with some changes:

There is a single chassis type for air.

"Special options" are used for variation.

Air units with a range of 1 are bombers (in this case, range is a function of the domain
of the unit). Any air unit with a range higher than 1 has fighter capability.

"Biplanes", "Advanced Planes", "Jets" are all special options. Older options cannot attack
newer ones, but may be attacked by them.

"brigade" is an option (that I'd like) for all chassis, which greatly lowers the cost & hit
points of a unit. Should all air units be required to have this?

Regular bombers, fighters are the default. "Heavy Bomber" is a special option, which has
certain bonuses, penalties, and missions:

1)Bombard-Air unit selects a single unit to bombard. Heavy bombers damage all units in
square, regardless of country or city/fort(city/fort units take less damage). May reduce
city pop.(% chance) w/ or w/o walls. Concealed units may not be attacked. "Biplanes"
have only this mission and support-intercept.

2)Scorched earth: In city, attempts to damage buildings &/or severely reduce
population. May attempt to target specific structures at a greater risk of failure. In
country, pillages terrain. Heavy bombers do considerably more damage (regular bombers
would do minimal damage). Laser-targeting, possibly other adv. tech (satellite
mapping?) will increase chances of success.

3)Interdict-Heavy bombers only. Affects a single square; any unit(friend or foe) in or
attempting to pass through square is attacked by the bomber & costs triple move to
enter & leave.

4)Air support-Intercept: All air units have a radius of operation=1/2 total move of unit
in civ2/SMAC (for example). Players can send air units to support stacked ground
combat in this radius; the air unit acts as artillery in the combat (ships could also do
this if within bombardment range, btw). The air attacks with bombard, and may attack
any enemy unit on the battlefield (certain other units may intercept you, either in air or
on ground). Fighters/bombers attack a unit. Heavy bombers attack all enemy units in
combat or all units in reserve (enemy units in square but not in combat). Concealed
units may not be attacked.
Intercept is a command given to an air unit. It performs the same as above outside
that civs turn, like a sentry command. It would be necessary to allow the human player
to choose whether or not they wished to intercept, FE if they expected it would be
better to use it later. Fighters generally intercept bombers in this fashion, but may lend
"support" vs. an "intercepting" bomber.

5)Tactical nuke; bio/chem warfare: Missions for jets only, that cause diplomatic
atrocities. Their effects I'll leave to others.

Air units return to a base on same turn as completing mission. Because of this, bombard
missions may only be intercepted in your turn but since interdiction is an ongoing
mission, it may be attacked (by sending a fighter to the interdicted square) in other
players' turns.

"Heavy bombers" suffer from having expensive air STR's, and may not have a range
greater than 1.

Depp
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posted July 05, 1999 18:27     Click Here to See the Profile for Depp   Click Here to Email Depp     Edit/Delete Message
I have though about leaders...
Why not have headquarters instead, that contribute to each and every units fighting capabillity in a certain radio? Like in the WW2 boardgames... That would make more sense than leaders really. The HQ coudl give a +25% attack and defence bonus or movement bonus (at least one).

Leaders could still be used, like there is a 1% chance every turn that a unique (very good) leader emerges, and he stays like 20-40 years /whatever that means in turns for the moment. He will double the effectivness of the HQ or grant other benefits.

Maybe one should limit the amount of leaders a civ could gain in a game to like 10 in total, so you don´t have to find that much names and stuff

What do you all say?

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