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Topic: UNITS v3.0 (hosted by technophile) |  |
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Urban Ranger Emperor The City State of Noosphere May 99
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posted December 30, 1999 04:51
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I must agree with Stefu that a unit can at most carry two weapons. Not only it costs money for the equipment, but it also takes time and money to train soldiers using them.At any rate, my original concept is like this: if you place one weapon in a slot and special equipment in another, you get a unit which can fight (somewhat) and has special abilities. An example would be combat engineers (weapon + engineering equipment). Another example would be commandoes (special forces) with weapon and commandoes package. If you put two weapons of the same type in the weapon slots, you get a regular fighting unit. For example, putting, two spears in a unit makes it a phalanx. |
LOGO Chieftain Honolulu, Hawaii, United States Aug 1999
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posted January 08, 2000 17:03
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This is a re-post from someware else but I want to know whay you think about it, it's my answer to the revamping of the air power system that is so overdue, why would it take a couple years for a bomber to drop it's bombs?AIR UNITS I think you should be able to build an airfield on the ground (or an improvment on the city, which should be required for any landings anything but choppers or harrier-like craft)with some kind of system of supply, one that is built you could move a "bomber unit" to the airbase. There you would have a fixed flying range (depending on the plane and airial refueling) you would then go into a menu and set targets for cities, and what kind of targets your bombers would attack. Depending on how many planes you'd have you could do more or less. Also you could deploy interceptors on cities or airfields that's duty would be to defend city, you could dramaticly increase the odds by building a radar improvement like Britain in WWII. You'd also be able to have air supremesy fighters to patrol for other fighters, break air defences, and enforce treaties. This would make your airforce less stressful to manage, more realistic, and more effective-without making it too realistic. Also without a garrison unit ground units could very easily overrun airfields. |
lemur866 Settler Seattle, WA, USA Dec 1999
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posted January 09, 2000 20:06
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ARMOR FOR MODERN UNITSLets look at the Musketeer. In Civ2, Musketeers are primarily defensive units, because muskets are powerful, but slow to load, etc. When we look at early gunpowder battles, we see that attacking units were decimated by defending units that had even a little cover. A charging musketeer gets off only one shot, then has to reload or use his bayonet. If you reload you are basically standing there for minute or so (you can't reload a musket lying down). So...if muskets are your weapon, you'll be great on defense, not so good on offense. BUT, if we use the SMAC weapon=attack strength, armor=defense strength model, then unarmored musketeers like civil war infantry become strictly offensive units like catapults, rather than great defenders but poor attackers. The way around this is to consider that some weapon types influence DEF. Catapults, bazookas, artillery and other Heavy Weapons should reduce DEF. This is what happens in SMAC where Artillery is much easier to kill than regular infantry/rovers. Other kinds of weapons should increase DEF. Phalanxes and pikemen don't have to be well armored to be great defenders, because the enemy has to get past the spearpoint before he can damage your tender skin with his sword. So, a hoplite spear would have an attack of 1, but add 1 to your defense. A pike would do the same, but also act like ECM vs mounted chassis. Or you could make some sort of close order spear drill a special ability, like ECM in SMAC. Ranged weapons should also increase DEF, not just ATT, because you get a chance to shoot from prepared positions at the nasty enemy before he gets a chance to cut you. For consistency, let's say that all ranged infantry weapons like bows, slings, muskets, rifles, and machine guns increase DEF by a certain amount...a tiny bit for bows, some for muskets, medium for rifles, and lots for machine guns. After all, machine guns and barbed wire were what made WWI into such a bloody stalemate. In WWI there were NO offensive units that could take a well prepared defender, despite fearsome artillery and the beginnings of air support...until the tank came along. Defense in the gunpowder era does not consist of getting shot by the other guy and shrugging it off, but in not allowing yourself to get shot in the first place. Your rifle or musket is not used so much to shoot and kill the enemy, but to force him to take cover and spoil his attack. My main point: Entrenched unarmored riflemen MUST be defensive units, or else the game will have no relation to historical reality. Civ2 was realistic this way, with musketeers and riflemen being good defenders. SMAC doesn't work this way...you don't notice as much because it's a science fiction game. But let's imagine this scenario. Two squads. One has hand weapons and plasma steel armor suits. The other has no armor, but impact rifles. Now...on a modern battlefield, the unarmored but heavily armed squad will be much better attackers AND defenders than the armored squad. Often heavier armor does not neccesarily mean better defense, even on the ancient battlefield...in many ways armor makes for OFFENSIVE units. Heavily and expensively armored knights weren't used to crouch behind city walls, but to smash the enemy. A knight's armor allows him to shrug off a defender's feeble attack or the occasional unaimed arrow or rock and ride down and destroy the enemy. Likewise, heavily armored tanks aren't used to sit back and take the enemy pounding. They are supposed to rush forward and pound the enemy despite getting pounded themselves. The armor allows the heavy tank to shrug off lightly armed attacks and concentrate on it's objective. So...heavy armor should allow a bonus not simply to defense strength, but to ATTACK strength, perhaps by adding something akin to a morale bonus. So, to sum up: The SMAC style weapon=ATT, armor=DEF MUST be abandoned if we are to have anything like historical accuracy. |
lemur866 Settler Seattle, WA, USA Dec 1999
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posted January 09, 2000 22:53
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Wait, my example wasn't quite clear. Let's take a more real world example. Let's say we take the SMAC model and apply it to Civ3. OK...take two squads. Equip one with swords and plate-mail armor. Equip the other with AK-47s and no armor. According to the SMAC model the first group might be 3 ATT, 3 DEF, the AK-47 group might have 7 ATT, 1 DEF...but the exact numbers don't really matter, just that DEF 1 for the soldiers. If you had the riflemen attack the knights according to this model they'd win most of the time, but if you had the knights attack the soldiers they'd win almost all the time. But of course this is a ridiculous result. The knights should get slaughtered by the soldiers either way. The unarmored riflemen should be vastly superior on the defensive than the armored swordsmen....swordsmen charge the riflemen. Riflemen fire. Swordsmen drop dead. Battle over. Now, there may be times when a guy with a sword ambushes a guy with a rifle and manages to stick the sword in him by surprise before the rifleman can respond. That's why we still have that random factor, where an inferior unit can still sometimes damage a superior unit. But if you had to bet, I think you'd put your money on the riflemen, right? And when we deal with modern units vs modern units the model collapses even further. Let's say we imagine that our 7-1-1 riflemen are pitted against each other. With stats like that, victory goes to the first person who can charge the other guy and attack first. But that's not the way *I'D* go about things if I were a general in real life. In real life attacking riflemen need at least a two-to-one advantage over the defenders, more if they are dug in. That's why generals turn to things like tanks, artillery and air support, not mass infantry charges. Once again: weapon=ATT, armor=DEF is *BAD*! Bad simulation! Bad! No biscuit for you! |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted January 10, 2000 21:26
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lemur886, Go over to the COMBAT thread(s) and read up on LASS and CLAS-D, and tell me what you think of those.------------------ Theben Co-Moderator of the Civ3 Forums
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LOGO Chieftain Honolulu, Hawaii, United States Aug 1999
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posted January 13, 2000 03:53
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I totally agree, there should be more complex systems of attack and defence. |
LOGO Chieftain Honolulu, Hawaii, United States Aug 1999
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posted January 13, 2000 03:54
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Or should I say more realistic, not more complex. |
technophile King of pain Jul 1999
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posted January 13, 2000 14:46
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LOGO: Go to Combat. Theben has that thread pretty well sewn up. (Therein you shall find descriptions of CITV, LASS, CLAD-D...)lemur: head over to Combat and check out the combat system recommendations that have been posted there. Pick one or two that you like, or make your own (and post it over there, but please--if you make your own, make it significantly different, I don't think that Firaxis can take another new combat system). Many of the new combat systems and other posts in Combat allow and sometimes require that there be new units and new unit abilities. Feel free to come on by Units again and make some suggestions (unfortunately we don't know if there will ever be another list sent to Firaxis, but don't let that stop you. Better safe than sorry). I sincerely doubt (and hope) that Civ III does not use the same combat system as Civ I or II, or SMAC. As you said, it seems far too simplistic. By the way, welcome to Apolyton (unless, of course, you're a lurker, in which case I mean "welcome to the world of posting at Apolyton...) ------------------ "Geez, what did you hit that thing with?" "Oh, just your standard issue Big Gun." http://www.jesusdance.com
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stodlum King of pain Jul 1999
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posted January 16, 2000 09:26
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I don't know if someone else has this in the summary yet, (sorry if it is!) but it was an idea I posted last June in the CTP forum.'Wonder'ful units. (not called that) These would be units which are also wonders (i.e they serve a special function and can only be built once) e.g. The Enola Gay The Trojan Horse The Rocket The Great Eastern (first steamship) [This message has been edited by stodlum (edited January 18, 2000).] |
Mat'bu Sanju Settler Fairfax, VA, USA Nov 1999
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posted January 26, 2000 17:25
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Personally, I hope that naval units are more affordable in this game then in the previous.It's annoying to build a Carrier, because then you have to convert production in several citys to provide for aircraft ( or take planes away from other theaters) Also, bombers should have a much longer range, and Nuclear missles, in the likely event that there won't be different kinds, should have greater range depending on the map size. Here is a list of units I think that should be last in line for the tech tree Land The pinnacle of infantry units should be the "Land Warrior" system currently being devopled by the US Army. Navy The Pinnacle escort naval Vessal should be the DD-21 land attack destroyer, or the ill-fated Arsenal ship. Air Force I think it should be the Joint-Strike Fighter for light-medium attack. The Bomber should be a hypersonic banshee, long range, aremd to the teeth (see this month's "Popular Science") Missiles/defense And, of course, we should have cruise missle galore. For SDI we should have either a Theater Ballistic Missile defense based on DD-21 destroyers or Patriot-style mobile SAMs
------------------ Don't Get Left Behind!
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RyanR Chieftain US b.02-15-99
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posted February 04, 2000 18:17
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I think there should be some sort of special unit that can be built in Democracy, that would require support but not make people unhappy. Maybe some sort of "invisible", parachuting BlackOps or PychOps super-expenisive unit.. like the CIA.I don't like the current model where it is all but impossible to wage even a limited war in Democracy. |
E Chieftain
May 99
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posted February 06, 2000 21:26
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Geez I go to Sapper School for a month and see a lot has gone on in Civ III units section...stodlum: I like the idea of Wonder Units. It should go well with the variuos leader unit ideas that have come up. It would also add a lot to scenario building (like capturing units or building one to win etc.) And it would add more of an arms race feel than just building the manhattan project. Speaking of nukes and the various effects I wonder if the programmers can some how link the nuke identifier (attack of 99) with fire power? i.e. an attack # of 99 would make it a nuke but a fp of 1 would only cause a 1 square area of pollution and damage (kill everything in one square and only one square of pollution) so in some scenarios you could simulate Chem or bio wpns (if they don't come up with those weapons anyway) and go from there like a fp of 5 would be a huge nuke of 5x5 area. Just an idea... ------------------ "No eternal reward will forgive us now for wasting the dawn." - Jim Morrison
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Mark Haertl Settler Herzberg, Niedersachen, Germany Jul 1999
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posted February 11, 2000 16:14
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The player should equip the Air Units, especially the fighters and helicopters. So, if you have the Apache-Helicopter, you could give him some normal rockets for buildings and four or eight (Hellfires) against other helicopters. When it attacks, it has different attack- and defense-strenghts, which is dependent from the unit, with which it is in contact.Mark |
Orz Settler Tartu, Estonia Dec 1999
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posted February 12, 2000 17:15
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In reply to JamesKirks idea about communist troops: Communist "peasant troops" were cannon fodder indeed but they won the war... So no attack penalty but maybe while Democracies should have trade & production bonuses then commies should have unit cost and spying bonuses... |
emren Settler Denmark Sep 2000
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posted September 15, 2000 05:06
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Hello there, I'm a completely new poster to these forums. Also, I've spent probably thousands of hours playing CIV 1&2.However, I'll throw in a suggestion here on this assumption: Stacking Multiple Units into Armies does NOT yield synergies - i.e., the resulting stack is not more powerful than each individual unit fighting separatly. What I'd LOVE to see in a game, is a system that does exactly that. Each civ should have a Command Rating assigned to it. Through winning combats (and building certain buildings and wonders), your civ gains Command Rating Points. Through improving technologies, your civ LOSES CRP's (putting new techs into your units decreases their actual experience with new weapons). With more and more CRP's you should be able to increase the number of units stacked in an army, thus increasing your overall military strength by experience and improvements in organization skills. Result: A low CR allows only a limited number of different units to combine into armies, and yielding no special bonuses. A high CR allows for more complex combinations (more units) of units, creating more powerful armies. As new technology is researched, organizational skills are lost or need to be re-discovered as new weapons and new doctrines of war are invented. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted September 25, 2000 10:33
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quote:
 Originally posted by emren on 09-15-2000 05:06 AM Hello there, I'm a completely new poster to these forums. Also, I've spent probably thousands of hours playing CIV 1&2.
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Welcome to the forums! I hope you enjoy your stay. quote:
 However, I'll throw in a suggestion here on this assumption: Stacking Multiple Units into Armies does NOT yield synergies - i.e., the resulting stack is not more powerful than each individual unit fighting separatly.What I'd LOVE to see in a game, is a system that does exactly that. Each civ should have a Command Rating assigned to it. Through winning combats (and building certain buildings and wonders), your civ gains Command Rating Points. Through improving technologies, your civ LOSES CRP's (putting new techs into your units decreases their actual experience with new weapons). With more and more CRP's you should be able to increase the number of units stacked in an army, thus increasing your overall military strength by experience and improvements in organization skills.
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There have been suggestions dealing with combined stacks, from allowing small stacks where individual units fight individually, large stacks where units wth "special" abilties add to others combat ratings or nullify their weaknesses (i.e. helicopters &/or infantry in a mechanized armor division), to having the all individual units combine into one: the unit IS the stack. Command & Control has also been suggested. However, quote:
 Result: A low CR allows only a limited number of different units to combine into armies, and yielding no special bonuses. A high CR allows for more complex combinations (more units) of units, creating more powerful armies. As new technology is researched, organizational skills are lost or need to be re-discovered as new weapons and new doctrines of war are invented.
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Having special bonuses dependent on C&C is new. And having C&C shrink when new tactics and organizational methods are developed is quite radical. Even govt structuring (revealing current bureaucratic structures for that civ) could effect the level of C&C. Too often we forget that history is not a continually progressive straight line; often it reverses course. That is a great suggestion. Thanks! |
civbuilder Settler Manchester, England, Great Britain Sep 2000
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posted September 25, 2000 14:48
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So many units! These would become real micromanagement nightmares! I don't particulary like the 'stacks' idea i think under some ideas they could become too strong, if this feature were to work it would require a limiting system, i do like the idea of having commanders though which run the stacks. If the commanders were limited to haveing a certain number of units. My idea is to possibly even a certain number of 'control' turns which count down from when a stack under thier command leaves a city or better your borders. Depending on the number of units in the stack, and the experience and command potential of the commander this could vary, more skilled commanders like Alexander the Great might be able to keep thier stack together for 30-40 turns, while less quality commanders might find they can't keep thier stack together for more than 15, making them less useful in a hostile invasion. If you make commanders extremely expensive (possibly having them indestructable - plausable since them would normally be returned - for a price if - captured in battle) and gave them no actual attacking abilities (thier only abilities would be commanding the stack) then this would add appropriate limits to the powers and uses of stacks and would not simply create a scenario where the civilisation which can afford to plough loads of units together wins. As i have tried to explain, real large armies (such as Napoleon's when he invaded Russia) lose moral as time goes on, they begin to die slowly and have to attack quickly. If the gradual weakness is modeled then it could allow smaller bands of forces to 'run away' and then attack after a number of units in the opposing stack have died or given up (the regularity of this could be determined by the commanders skill and past campaigns), it would also stop the gratuitous use of stacks to simply overwhem an opponent and would promote more tactical play.My reasons for have 'normal' commanders immortal is that if they are going to be used simply for holding stacks together it makes it easier to upgrade your troops, because the commanders in my model have to be expensive and if you had to build afresh every advance. . . Of course special commanders as it has already been speculated could have shorter life spans. How will these be implimented? I would'nt want them controlled as units, rather selectable from a menu and then having a number of units assigned to them who quickly converge and form the stack, this would make it easier to introduce 'historical' commanders, it would also be good for allowing assination attempts. . . A final point is this, if a commander leaves his stack at any time (you should be able tto call him back) then what remains of the stack should revert back to individual units. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted September 27, 2000 23:31
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I'm afraid I must disagree. It would be much easier, IMHO, to move a few stacks each turn than to have to move the literally hundreds of individuals units we must now. And stacks should make things easier for the AI. Look to Heroes of Might & Magic II/III for a guide. The AI has the ability to create powerful armies that are capable of defeating human opponents often. |
civbuilder Settler Manchester, England, Great Britain Sep 2000
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posted September 29, 2000 17:23
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I'm not sure you fully understood what it was i was saying. The point i was trying to make was that it could become too simple for a powerfull empire to build stacks of say 10 units, great, but a stack would undoubtebly have an advantage over normal units. My worry is that the only things capable of destroying a powerful stack is another powerfull stack, smaller civilisations would be unlikey to be able to assemble these in the same quantities, this would be disasterous to the balence of gameplay as one nation could quickly become unbeatable in battle and games would become one sided. My idea was to have stacks, which i admit do remove micromangement, which have several inherent disadvantages - that they are expensive due to requiring a general to lead them, that they slowly decrease in power (perhaps a unit is lost every X turns after leaving home territory until the stack is disassembled or runs to the end of its life. X depending on the skill level of the general), and that they have a lifespan which begins counting down after leaving friendly territory. This would, i believe, create several things. 1-the stacks would not be able to simply conquer an entire civilisation due to the weakening and lifespan factors. 2-Stacks could be formed for defensive purposes lasting for a long time due to the lifespan only counting down when outside its civilisations borders, thus allowing defensive strategies to be formed against stacks and making it more difficult for offensive stacks to conquer. Surely this makes the game both more realistic and challenging? And to clear things up this is a form of stacking, but one which i feel would give more balence. |
Mo Warlord
Apr 99
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posted September 29, 2000 18:47
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It is realistic that a larger civ can devote more manpower and industry to fighting a war than a small civ. There are two ways that the small civ can compete: 1. That the small civ develops better technology and trades with others so that it can get some better equiped troops to deal with the "super stacks" 2. A small country to survive must make alliances with other countries and these countries together should be able to get enough units to make a large stack to counter the invading army. Also it is easier to defend, because of the various fortifications, which would mean that the small civ wouldn't have to have a stack of equal size. Another blancer could be unit training, small countries can't afford large armies, but they can train there units better. Large countries who rely on superiority in numbers often lack the training and technology of smaller better equiped nations. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted September 29, 2000 21:56
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Ah, you're worried about the Uberstack- what we called a large & undefeatable army. There are a few suggestions that deal with this, and not all are under UNITS. Most are in COMBAT, with a few being elsewhere. In COMBAT, it has been suggested to limit stacks by technology, or more specifically, Command & Control. Stacks would be unlimited in size still, but each unit beyond the C&C limit would only add 1/2 of it's strength to the battle (how strengths add together in a battle wasn't really worked out). Exceed the C&C again and the next unit adds only 1/4, then 1/8, 1/16, etc. There were terrain limits to C&C and stacks in general. Supply Lines were suggested to limit the operational range of enemy armies. Also support costs for units could be expanded to include money & food costs per unit (under the x10 rules, I'll explain if you want). This would vary per various suggestions as some just want to keep production "as is", while many others want to incorporate specific resources for unit/city improvement/trade construction. Thus you'd need either 35 gold, 20 minerals, and 5 food (under x10 of course; 3.5, 2, and .5 respectively using current levels) if you wanted to support a battleship "unit", or 35 gold, 5 various foods, and say, 10 oil, 5 iron, & 5 wood with specific resources. Lastly (from what I can recall) some "Army" settings under SOCIAL ENGINEERING would allow for better/worse C&C but more/less support costs.Of course some people said just limit stack size. I don't think that I'd like "control turns", but a gradual loss of morale outside home territory, or when at war, might be useful. That would definitely help smaller nations, who tend not to invade their larger neighbors. But if a nations can afford to field a large, well-equipped army and run quick & successful campaign then the other guy is just USC, IMHO.  |
civbuilder Settler Manchester, England, Great Britain Sep 2000
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posted October 01, 2000 14:09
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Yeah i've been over to that thread now and the uber stack is exactly what i'm on about. Further more someone had the idea about simply using commanders/generals as leaders of stacks in radical ideas, though to less of an extent.Anyway i'd like to say that i've been thinking of the Roman army. Interestingly the Roman army built most roads itself, as it did with forts, surely this sould be added in the game. If military units could build certain improvements (perhaps they could be limited against building farms/mines etc) such as roads and forts the military units could be put to greater use. This would have many advantages; it would allow for a public works style system since you're military units could build the remote enhanchments, it would allow for forts and roads to be built in order to help attack (if you'd tried this in SMAC or civ2 you're former/settler would have been killed, and you don't normally send them into war zones anyway) and it would give you're military units something to do when they're not at war. This doesn't mean the end of enhanchment units, there is no reason why civil engineer units arn't still needed; for railways or (even though this might fit better in terrain or somewhere else) building 'Ship cannals', al la the Manchester Ship cannal which made Manchester one of the biggest ports in Britain or the Pannama cannal, Suez, et al. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted October 03, 2000 07:57
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I've thought that myself. Perhaps an option for military unit to be able to build roads only? Or perhaps an "army engineer", can do everything ex. mine & found cities? |
Internationalist Settler Thessaloniki,Hellas Oct 2000
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posted October 29, 2000 11:54
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I like Ecce Homo's idea about multiple payloads for Air units(conventional including up to date "smart" weaponry and missiles\torpedos or, say nuclear).After all fighters and bombers do that all the time.It could be like air unit goes to city/airbase and through specific building changes payload.I find it strange nobody commented it.Perhaps unnoticed? |
Internationalist Settler Thessaloniki,Hellas Oct 2000
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posted October 30, 2000 13:08
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1.Bazookier2.Flamethrower infantry 3.Ability for units to be used as "unit healers"possible names(in chronological order):Shaman/Witch doctor,healer,herbalist,cheropractor,physician,practical doctor,nurse/red cross nurse,medic. |
Internationalist Settler Thessaloniki,Hellas Oct 2000
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posted October 30, 2000 13:42
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Just an addition to the already made transport idea:I think that possible space units should also have the ability to carry infantry(space transport) |
civbuilder Settler Manchester, England, Great Britain Sep 2000
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posted November 05, 2000 16:07
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Flamethrower infantry sounds like a promising idea - maybe they can create fires in a square which stops any units other than flamethrowers entering it (although this isn't exactly realistic) but there doesn't seem any point in having them unless they do something special (i don't think i recall them ever really being used - except in Command And Conquer. . .) I'd also like to add that if spy units remain (i'm sure i've seen several calls for them to be replaced with a menu. . .) that someone suggested in the 'Diplomacy' thread internet espianage be possible - perhaps it could be an option for a spy when in a friendly city to conduct this kind of activity after a certain advance - when it is conducted several 'typical' spy facilities are available such as steal tech., but obviously some would not be possible (such as destroy a facility). A new action might be to plant a computer virus imposing a trade limitation in a specificed city (take away any trade bonuses which have been given by wonders facilities etc, for a number of turns?). With this in mind i'd like to nominate a new unit - 'the hacker'. To justify its existance normal spies would have to have a low success rate when using this kind of espianage, and hackers, while they cannot conduct 'normal' spying activites should have a higher success rate - recognising thier abilities. There must be some kind of way of stoping this becoming too powerful (you could steal all the technology very easily without risk if no limitations were added). This must be a method which is only %50 - possibly less, likely to succede when compared to 'normal' espianage conducted in the normal way. there must be a chance (%25?) that the civilisation you are 'attacking' finds out you're trying to hack thier files - there's not much they could do but it could create diplomatic amnimosity between the two nations. Alturnativly if a regulatory force is set up and a hacker identified they should be able to 'destroy' the hacker unit - representing their imprisionment. I got the idea of internet espianage from someone elses post on the diplomacy thread (i don't think its been mentioned before that - although if it has then sorry for not acknologing whoever came up with it), and although i've forgotten thier name at the moment, they should share some of the credit, i just thought it was such a natural idea for the game. |
Hexer Settler
Nov 2000
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posted November 08, 2000 10:05
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HiI think the battle model of civ has to be improved. A similar model like in 'Panzergeneral' but less complex would be great. Every unit has an air, naval and ground attack value, modified by ground attributes and exp. Every unit fires at his enemy with this value no matter while attacking or defnding. Firepower is not needed anymore (but possible) the hitpoints have to be extended and balanced (hitpoints=defense). Every unit needs a battlerange defined. If a phalanx is battling against riflemen the riflemen will win because they can shoot the phalanx at distance. A battle between riflemen an a bomber will cause the same result for the bomber. The influence of ground attributes on infantry or armored vehicles like in 'alpha centauri' is a good idea too. This all has to be balanced - it's an idea only. What do you think about it? P.S. sorry for my english - i'm still learning it |
Hexer Settler
Nov 2000
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posted November 08, 2000 10:47
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my opinion1. unit stack Stacked units powers are equal to the sum of powers of the stacked units. Only stacked units of the same power (same number/quality or better tec) can defeat other stacked units. I don't think that they will become too strong. It will allow strategies like ignore slow stacked units (with artillery) and attack the home city with fast units (bombers, paratroopers) instead. The stacked unit will split into pieces if no supply reaches them. 2. number of units per civ ...depends on the number of people. In wartimes 10% of the pop. is the maximum number of soldiers (with conscription only) otherwise it's 1%. The number of units depends on the number of soldiers. Maybe uses one unit more soldiers (infantry) than other units (armored divisions). general: not too many different units. I think the actual number is enough. It would be better, if every civ has it's own unique units. In example the germans better tanks, the americans better fighters, the britains better ships ... |
Rahvin Settler
Dec 2000
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posted December 27, 2000 18:03
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well....stop it....too many units and too difficult to manage... the only way to handle this is to choose the most effective combos before you play....i think the civ2 unti scheme is okay...just give us some units and let us deal with what we got... one more thing that could be incorporated:
Satellites: Spy and communication well, comm-satellites give your troops some attack and defense advantages (+20-30%) spy sattelites are just for up to date recon they have to have something like limited range but in a totally different way than aircraft. This is because sattelites can be brought into an orbit, so they circle around the earth without consuming fuel. BUT they do consume fuel if you change their orders, eg have a spy sattelite hove over a target or have a comm sat moving somewhere else. so there have to be fuel restrictions of about 8 - 12 turns.the initial deployment of sats can take place over whatever part of the orbit, just like the icbm's. after having run out of fuel satellites still are able to work, just can't move around any more... 2.: ASAT- antisatellite currently there are two possiblities in reality to 'kill' a sat: 1. use a killer satellite: ths is a cheap satellite with a high fuel count and some ability to 'attack' a sattelite. since this is happening in space there is a lag natrally, so initally the kill-chance should be around 25%, later on, with better comm-abilities (resarch) the percentage should rise to up to 50%, later to 75%. if a sat misses he can still maneuver and try to hit again a killer sat should cost around the same as a normal spy sat, maybe a little more r a little less (depends on how important sats are in game) and there should be starting costs added. 2. use an ASAT missile: this launches a missile at the satellite with a 50% hit rate but selfdestructs no matter if it hits or not. The missile is cheaper than the killer sat. more on sats: how to get them into orbit: one possibility is to include a launching cos in the sat's price. the other is to make carrier craft available, that can carry one, later on more sats at once, into space...this is to be considered what is needed to use sats: 1. launch ramp (maybe carrier craft) 2. control facility: to obtain data from your sats.. to obtain data from a spy sat on the other side of the world you need a com sat to fill the gap...ever phoned THROUGH planet earth?? thats it... |
Matthew Hayden Settler Great Britain Aug 2000
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posted January 02, 2001 19:29
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A Renaisance age marine unit, there has been a marine corp in America since the 18th century, and in Britain and Holland since the 17th century.In the Ancient and Renaisance ages, an assasin. In the Modern age, a hitman-profesional, hired killer. This would give an excuse for making the special attack cost a certain amount of gold. Hitmen are usually pricy. Also, mercenaries. Units defecting wont start their own civ, for God's sake! They would just rent themselves out to whoever paid them most, although they defected for a reason, so they wouldn't help their origin civ, although they may cause a pop' decrease in their home cities. This would represent families of the soldiers going and joining the units in their new life, possibly migrating to another civ. | |