View Full Version : Every Unit in every city


The_Architect
May 28, 2005, 03:58 AM
I am sorry if this has been posted earlier, but afaik, it hasn't been. :)

I think that after researching a technology, it is ridiculous to be able to produce a unit, which has that tech. as a pre requisite, in any city! For eg. In modern era, finally after completing the Manhattan project one should not be able to produce ICBMs in every damn city, even if it is directly connected to Uranium? In modern day countries, different cities specialize in producing different things.

Hence even after research, an infrastructure should be needed in a city to manufacture something. In ancient times, though, it is alright to be able to produce spearmen and medivial infantry from every city. But that every city can produce a tank is ridicluous.
Taking this into account would make the game more realistic and also add to strategy element. We can then also have in a federal government system, cities buying units from other cities (even cities of allies) to bolster their defence.

Did you like the idea? :confused:

The_Architect
May 29, 2005, 11:08 AM
response??

antonio
May 29, 2005, 11:32 AM
Seems a reasonable idea but it dose sound like micromanagement to me

alireza1354
May 29, 2005, 12:57 PM
I agree :)

Yuri2356
May 29, 2005, 01:18 PM
It can just be made as simple as this:

Infantry (Any foot unit): Can be built anywhere.
Catapults & Cannons: Built anywhere.
Ships past Caravel: Require harbour.
Tanks, Mechinf, Artilery: Require factory.
Aircraft: Require Airport.

Commander Bello
May 29, 2005, 01:21 PM
It can just be made as simple as this:

Infantry (Any foot unit): Can be built anywhere.
Catapults & Cannons: Built anywhere.
Ships past Caravel: Require harbour.
Tanks, Mechinf, Artilery: Require factory.
Aircraft: Require Airport.

I almost completely agree. The creation of units should be dependant of the necessary infrastructure being available in that very town.
For ancient age units (everything dependant on iron), a forge should be necessary. For mounted units a stable could be required, and so on.

The_Architect
May 30, 2005, 03:24 AM
Yuri, I like the idea. This way it would be not very tedious to manage plus would make some sense.

TruePurple
May 30, 2005, 03:43 AM
Please disregard this post.

Goblin Fanatic
May 30, 2005, 06:21 AM
Indeed, tanks and artillery should require some special building. Maybe it would just be barracks? Keep it simple you know... Nukes should require some 'nuclear weapon factory' imp so such a city would be important to defend.
But nukes should also have real power...

WilliamOfOrange
May 31, 2005, 02:52 PM
Yeah, just make certain building necessary for unit building. Kind of sucks though when you are seek attacked. :sad:

Lockesdonkey
May 31, 2005, 03:05 PM
Indeed, tanks and artillery should require some special building. Maybe it would just be barracks? Keep it simple you know... Nukes should require some 'nuclear weapon factory' imp so such a city would be important to defend.
But nukes should also have real power...

How about "Uranium Enrichment Facility"? Requires Nuclear Power Plant to be built.

GoodGame
Jun 01, 2005, 09:05 PM
It can just be made as simple as this:

Infantry (Any foot unit): Can be built anywhere.
Catapults & Cannons: Built anywhere.
Ships past Caravel: Require harbour.
Tanks, Mechinf, Artilery: Require factory.
Aircraft: Require Airport.


This is a better approach. Not really micromanagement in this case since you have to build the improvements for other reasons.

Colonel
Jun 01, 2005, 09:18 PM
I like the idea of this but it should require more then just the building. Should require the resoursce within the city area and the building would be needed, or you would have to set up an internal trade route(only one trade route per resource). No real micromanagement beyond you saying send resource A from city B to city C. Then you only would be allowed to have so many cities able to build things. This would also mean you would have conserve some of your stregic resources and if you traded you would have to say which city to send that resource to.

NP300
Jun 02, 2005, 01:13 AM
I like the idea.

Yeah, just make certain building necessary for unit building. Kind of sucks though when you are seek attacked. :sad:

Well, that's one of the points. If you are sneak attacked in real life and you have no military-industrial complex you are screwed. You may be able to build tanks but they will be inferior.

This could be modded into civ3 by making a "tank factory" turn out a tank every few turns. But then each unit produced would not require extra shields.

Peck of Arabia
Jun 02, 2005, 05:10 AM
Maybe you could have some kind of Militia unit, whcih upgrades through the ages, that is the only military unit you can buid with out an improvement, for if you are sneak attacked, sure they may not win the fight, but they can delay the attackers until reinforcements arrive, all other infantry require barracks.

mastertyguy
Jun 02, 2005, 03:41 PM
I think cities that have horses within their city radius get bonus when they build units using horses. This can also work for iron (better weapons and armor).

N3pomuk
Jun 02, 2005, 04:11 PM
Hmm not shure about this most units need special facility, we could wait and see what this "city spcialisation" brings, afterall do we want to endup playing a turnbased AOE?
Mabe If your city has a history of producing artillery (for example) artillery units become cheeper to produce in this city. Having not produced anything military related hadn't stoped anyone in WW2 from producing weapons, they just werent good or efficient at it.

Daffy Duck
Jun 03, 2005, 10:19 PM
I like NP300's "tank factory" idea - and I'd expand that so that bldg. auto-produces said unit every X turns (where X = 3, 5, 7 whatever for balance), ala the SoZ and KT do for ancient cav. and crusaders in C3C.

edit: I see NP300 did have the 'auto-produce' option. Ooops...

I've modded in a "Delta Force" small wonder to produce a Special Forces unit in C3C. I like the idea of not micromanaging unit production. I also made modern foot units cost 1 pop. point - my logic is that nations don't "produce" infantry so much as they "recruit" them from the general population.

I also like the idea of having to rebuild barracks every new age, and barracks auto-produce foot units (there'd be 2 barracks: B1 produces defensive units (spear ->.... -> infantry), B2 produces offensive units (i.e., archers -> longbowmen -> guerrila), plus the suggested "forge" to produce swordmen -> ME -> guerrilla), stable to produce mounted units, Palace produces UU's, airport produces bombers / airfield produces fighters, tank plant, artillery plant, harbor 1 produces transports, harbor 2 produces warships thru destroyer, drydock 1,2,3 produces CA/CG, BB, CV, subpen produces SS/SSBN, etc.

I've also modded the upgrades. It is not realistic that an ironclad can be upgraded to a destroyer, or a tank to modern armor, or a fighter to jet fighter. Did not happen, cannot happen. Your old stuff is obsolete, so just like "real life," disband (scrap) them to have enough support coins for the new stuff coming out of your harbors and factories.

Off course, as fearless leader, you'd have to manage your civ to support all the buildings and units, but that's a leaders job, now isn't it? ;)

mastertyguy
Jun 04, 2005, 06:40 AM
Hmm not shure about this most units need special facility, we could wait and see what this "city spcialisation" brings, afterall do we want to endup playing a turnbased AOE?
Mabe If your city has a history of producing artillery (for example) artillery units become cheeper to produce in this city. Having not produced anything military related hadn't stoped anyone in WW2 from producing weapons, they just werent good or efficient at it.
You don't need to have built military only equipment. Say you have a car factory in a city (in RL). This city would be likely to build tanks. You you have a plane factory, you build airplanes.