View Full Version : What would you use as a 2nd UU
gpshaw Oct 17, 2007, 10:57 AM For each civ lets suggest a second UU here are the ground rules
The first unit must either be obsolete or forthcoming you cannot have both UU's at the same time (save for the stragglers that you don't upgrade)
If there is no way that they can't exist in different eras (say for Greece or Maya which died out very early) then you must include a way to balance it out (for instance requires both copper AND Iron)
Also try and balance it VS the original UU if the original UU doesn't require resources (Musketeer, Maya's UU) then the new UU should require resources)
Here's my quick list (more to come... maybe)
America
Minuteman
Replaces Rifleman
+50% against gun powder units
Carthage
Carthaginian War Elephant
Replaces War Elephant
Requires Iron and Ivory (Iron and Ivory singing in perfect harmony... ahh not that catchy)
+ 1 movement
Germany
Germanic War-band
Replaces Axeman
+25% against swordsmen
Requires no resources
England
British Longbow-man
Starts with 2 first strikes
Requires: any ideas?
Egypt
Naptha Thrower
Replaces Grenadier
+2 Strength
France
Partisan
Replaces Marine
Causes collateral damage
Thats all I can think of right now any other ideas guys?
Oh and one more thing, if you don't want more UU's in the game please do not post saying such.
And finally sorry for posting the 3rd such topic I didn't look over the board enough I think...
Desert-Fox Oct 17, 2007, 11:13 AM Minuteman would be same as Red Coat when reds have +25% bonus only. So that unit is not needed. Perhaps F15 what has better evasion chance than original jet fighter.
Roman Praetorians should be renamed "Legionary" or make Praetorians something else.
English Man-O-War should replace Ship-Of-Line and would have +100% vs Frigates.
Indians should have some mounded unit perhaps "Indian Elephant" what wouldn't require ivory.
And less serious... Chinese should have "Anti civilian Tank" what makes more happy people even without HR... extra bonus with tank and university in the city :)
gpshaw Oct 17, 2007, 11:19 AM ^ Good one, but lets try and stay on topic.
kristopherb Oct 17, 2007, 11:20 AM For each civ lets suggest a second UU here are the ground rules
The first unit must either be obsolete or forthcoming you cannot have both UU's at the same time (save for the stragglers that you don't upgrade)
If there is no way that they can't exist in different eras (say for Greece or Maya which died out very early) then you must include a way to balance it out (for instance requires both copper AND Iron)
Also try and balance it VS the original UU if the original UU doesn't require resources (Musketeer, Maya's UU) then the new UU should require resources)
Here's my quick list (more to come... maybe)
America
Minuteman
Replaces Rifleman
+50% against gun powder units
OVER powered REDCOATSmake it replace musketmen
Carthage
Carthaginian War Elephant
Replaces War Elephant
Requires Iron and Ivory (Iron and Ivory singing in perfect harmony... ahh not that catchy)
+ 1 movement
UNDER maybe 50% vs melle
Germany
Germanic War-band
Replaces Axeman
+25% against swordsmen
Requires no resources
England
British Longbow-man
Starts with 2 first strikes
Requires: any ideas?
read under
Thats all I can think of right now any other ideas guys?
Oh and one more thing, if you don't want more UU's in the game please do not post saying such.
Now heres mine
6uus per civ
english
1)english carriot (Replaces-charriot)
4 st 2m
75% vs melle
no defencive boni
2)english longbowmen (Replaces-longbowmen)
6st 1m
25% city defence
25% hill defence
50% vs melle
cant attack
3)redcoat(Replaces-riflemen
15 st 1m
25% vs mounted
25% vs gunpowder
4)spitfire(replaces-fighter
13 st
Can intercept aircraft (65% chance)
Can destroy tile improvements and bomb city defenses (-5%/turn)
5)churchill tank(Replaces-tank)
28st 2m
Doesn't receive defensive bonuses
Starts with Blitz
25% vs gunpowder
6)gu-crusader(Replaces-knight)
11st 2m
Immune to first strikes
Doesn't receive defensive bonuses
france
1)frech treb(Replaces-treb)
4 st 1m
30% withdraw
125% city attack
27% bombard
2)musketeers(Replaces-musketeers
9st 2m
25 vs mounted
3)d'ark protector(Replaces-crossbows)
6st 1m
50% vs melle
50% vs archers
4)gu-crusader(Replaces-knight)
11st 2m
Immune to first strikes
Doesn't receive defensive bonuses
5)medevil infantry(replaces-macemen)
8st 1m
50vs melle
10% city attack
6)dragoon(replaces-cavalry)
15st 3m
spanish
1)accuret musket(Replaces-musketmen)
10 st 1m
25% vs archer
2)Conquistador(Replaces-knight)
2 first strikes
Immune to first strikes
+50% vs. Melee Units
3)spanish armadar(replaces-galleon)
5st 3m
cargo space 5
free drill
4)cortez (replaces-riflemen)
15st 1m
25%vs melle, archer
5)
6)
italy
1)preatorian(Replaces-swordmen)
7 st 1m
10% city attack
2)fire archer(Replaces-archer)
3st 1m
50% while defending
1 first strike
+50% city defense
+25% hills defense
3)roman cavalry(Replaces- knight)
italian tank(Replaces-tank)
4)
5)
6)
germany
1)panzer(Replaces-tank)
Doesn't receive defensive bonuses
+50% vs. armored units
Starts with Blitz
2)luftwafer(replaces-bomber)
16 st
Can intercept aircraft (50% chance)
Can destroy tile improvements and bomb city defenses (-25%/turn)
3)gu-crusader(Replaces-knight)
11st 2m
Immune to first strikes
Doesn't receive defensive bonuses
4)
5)
6)
russia
1)cossack(Replaces-cavalry)
15st 2m
Doesn't receive defensive bonuses
Can withdraw from combat (30% chance)
+50% vs. Cannon
+50% vs. Mounted Units
2)russain infanty(Replaces-infantry)
20 st 1m
50% vs gunpowder
3)t-34
28st 2m
25 hammers less
4)
5)
6)
arabs
1)camal archer(Replaces-horse archer)
6st 2 m
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (25% chance
2)camal archer(Replaces-knight)
10st 2 m
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (25% chance
3)camal cavalry(Replaces-cavalry)
15st 2m
Doesn't receive defensive bonuses
Can withdraw from combat (50% chance)
+50% attack vs. cannon
4)
5)
6)
china
1)cho ku no(Replaces-crossbow)
6st 1m
2 first strikes
Causes collateral damage
+50% vs. Melee Units
2)helbaerds(Replaces-pikemen)
6st 1m
+100% vs. mounted units
50% vs melle
3)junk(Replaces-caravel)
4st 3m
Cargo Space: 1 (can carry any unit)
Can explore rival territory w/o triggering war
4)
5)
6)
india
1)fast worker(Replaces-worker)
3m
can improve tiles
2)war elephant
10 st 1m
25% mounted
3)
4)
5)
6)
persia
1)immortal(Replaces-charriot)
4st 2m
Can withdraw from combat (30% chance)
+50% vs. Archery Units
2)immortal knight
10st 2m
Can withdraw from combat (30% chance)
can use enmy roads
3)immortal cavalry(Replaces-cavaly)
15st 2m
25% gunpowder
4)
5)
6)
aztec
1)jaguar(Replaces-swordmen)
6st 1m
+10% city attack
+25% jungle/hill attack and defence
2)aztec spear trower(Replaces-spearmen)
5st 1m
100% vs mounted
2 first stricks
3)mounted jaguar(Replaces-horse acher)
6st 2m
gains defencive boni
4)armed jaguar(replaces-riflemen)
14st 1m
25%mounted
free 4 xp
5)
6)
mongolia
1)kelsicks(Replaces-horse archer)
6st 2m
1 first strike
Doesn't receive defensive bonuses
Ignores terrain movement costs
+50% attack vs. Catapult
2)turkish longbow(Replaces-longbowmen)
6st 1m
50% hill defence
25% city defence
2 first strikes
3)armoured kelsicks(replaces-knight)
10st 2m
1 first strike
Doesn't receive defensive bonuses
Ignores terrain movement costs
4)
5)
6)
armerica
1)navysael(Replaces-marine)
24st 1m
1 first strike
1-2 First Strikes
+50% attack vs. Machine Gun
+50% vs. Artillery
Starts with Amphibious and March promotion
2)minutemen(Replaces-grenadiers)
12st 2m
+50% attack vs. Rifleman
free drill1
no collaral damage taken
3)armericain infantry(Replaces-infantry)
20st 1m
25% vs gunpowder
50% (defending) vs gunpowder
4)
5)
6)
greece
1)phalanx(Replaces-spearmen)
5st 1m
+25% Hills Defense
+100% vs. mounted units
2)
3)
4)
5)
6)
inca
1)queacha(Replaces-warrior)
2st 1m
+25% City Defense
+100% vs. archery units
2)queacha(Replaces-axemen)
5st 1m
+50% City Defense
+50% vs. meele units
3)revolutionary(replaces-riflemen)
14st 1m
+25% mounted
cna get city rader promos
starts with city rader1
4)mechanized queacha(Replaces-mechanized infantry)
33st 2m
20% aircraft intercept
5)
6)
japan
1)samuri(Replaces-macemen)
8st 1m
2 First Strikes
+50% vs. melee units
2)samuri longbowmen(Replaces-longbowmen)
6st 1m
2 First Strike
+30% city defense
+30% hills defense
3)samuri musketmen(Replaces-musketmen)
10st 1m
4)kamakazi(Replaces-fighter)
13st
5)
6)
mali
1)Skirmisher(Replaces-archer)
1-2 First Strikes
+50% city defense
+25% hills defense
2)advanced skirisher(Replaces-longbow)
6st 2m
25% city /hill defnce
fortifys in 3turns
3)
4)
5)
6)
egypt
1)war cariot(Replaces- charriot)
5m 2m
2)egyption worker
2m
can improve tiles 25% faster
3)
4)
5)
6)
Carthage
1)Numidian Cavalry(Replaces-horse archer)
6st 2m
Immune to first strikes.
Doesn't receive defensive bonuses.
Can withdrawn from combats (20% chance).
-10% city attack.
+50% attack vs. catapult and trebuchet.
+50% vs. melee units.
Starts with Flanking I.
2)
3)
4)
5)
6)
celts
1)Gallic Warriors(Replaces-swordsmen
6st 1m
+10% city attack.
Starts with Guerilla I.
2)Gallic Warriors(Replaces-axmen
5st 1m
+10% city attack.
Starts with Guerilla I.
50% vs meelle
3)
4)
5)
6)
Ottoman;
1)Janissary(Replaces-musketmen)
9st 1m
+25% vs. archery, melee, and mounted units
2)turkish longbow(Replaces-longbowmen)
6st 1m
50% hill defence
25% city defence
2 first strikes
3)janissary(Replaces-swordmen)
6st 1m
25% city attack
10% achery
4)
5)
6)
viking
1)Berserker(Replaces-macemen)
8st 1m
+10% city attack.
+50% vs. melee units.
2)longboat(Replaces-galloen)
3st 5m
5 cargo
3)hill tank(replaces tank
28st 2m
free hill 1-2
4)
5)
6)
zulu
1)impi(Replaces-spearmen)
4st 2m
+100% vs. mounted units.
Starts with Mobility
2)Boer mercenaries
20st 2m
Starts with Mobility
3)Dinuzulu mercenaries
4)martrys
5)ndwandwe soldierss
6)
I did it before BTS so it not upto date but heres my favourites
2)english longbowmen (Replaces-longbowmen)
6st 1m
25% city defence
25% hill defence
50% vs melle
cant attack
3)d'ark protector(Replaces-crossbows)
6st 1m
50% vs melle
50% vs archers
2)fire archer(Replaces-archer)
3st 1m
50% while defending
1 first strike
+50% city defense
+25% hills defense
2)luftwafer(replaces-bomber)
16 st
Can intercept aircraft (50% chance)
Can destroy tile improvements and bomb city defenses (-25%/turn)
3)t-34(tank)
28st 2m
25 hammers less
1)camal archer(Replaces-horse archer)
6st 2 m
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (25% chance
2)war elephant(india)
10 st 1m
25% mounted
jimbob27 Oct 17, 2007, 11:23 AM And less serious... Chinese should have "Anti civilian Tank"
Palestine could have the "Anti Tank civilian", requiring multiple sources of stone to work.:lol:
(Sorrry to any Palestinians ;)).
LiberiGlacialis Oct 17, 2007, 11:42 AM America gets the famed Minutemen. Make 'em Grenadiers with free draft and//or a bonus in hills/cities/forests? (Is from New England, home of "first" Minutemen)
Carthage may get it's war elephants (whatever they get called), replacing the current War Elephant? Hey, they crossed the Alps with 'em...
Common Sensei Oct 17, 2007, 12:41 PM America gets the famed Minutemen. Make 'em Grenadiers with free draft and//or a bonus in hills/cities/forests? (Is from New England, home of "first" Minutemen)
Carthage may get it's war elephants (whatever they get called), replacing the current War Elephant? Hey, they crossed the Alps with 'em...
I poked around the XML files of bmarnz's 2nd UU mod while at work (haven't gotten home to play with it yet), but it seems like Minutemen in the mod get a 30% withdrawal chance, which I like the idea of.
If one wanted them to work a bit to get their withdrawal chance, you could give them Woodsman I and Guerilla I promotions instead. Two promotions to be either a medic unit (Woodsman III) or great skirmishers (Guerilla III).
uat2d Oct 17, 2007, 01:46 PM Portugal
(no, it isn't a naval UU!)
Reconquest Knight:
10 :strength:
2 :move:
-20% :hammers: the cost ordinary knights cost (forgot who much they cost! :()
and:
+25% attacking cities (they were quick reconquering they're cities; not in :move:, but in city assault)
or
-25% XP needed to promotion (they were led by kings, charismatical kings :king:)
(if you think it would unbalance too much, read historical facts)
Historical Facts:
These knights were provided to Potugal; not only from the actual Spanish territories (Castille, Leon and others (to view an image with the whole list view this (http://upload.wikimedia.org/wikipedia/commons/4/43/Castilla_1210.png) wiki image)) but also from France and i think some of them even came from actual Germany to fight the Muslims here in Iberia (the -20% :hammers: cost is due to this, friendly kingdoms providing them help (although in Civ 4, it is hard to have friends!))
They were special trained to recapture the Muslims cities and with them, Portugal whipped them out of territory centuries before Spain (so the possible +25% attacking cities) and they were often led by the kingdoms' kings (Portugal's first king D. Afonso Henriques (should be in the game) participated in many battles, and not like today, watching; he killed them with his own sword)(so the possible -25% XP needed for promotion)
Rusty Edge Oct 17, 2007, 02:27 PM I prefer the American minuteman as a grenadier substitute with a woodsman promotion.
Possibly -1 strength , but lower cost or more easily drafted.
I'll put in my plug for a nuclear SuperCarrier, but that's probably too close to SEALS in time terms.
Likewise, I'd love to see a sailing ship as an English UU, but that comes when Redcoats do.
So I'd settle for a Spitfire with a ground attack/ anti-bomber bonus, or a Longbowman that has a bonus against other archery units as English UUs.
Frostyboy Oct 17, 2007, 02:53 PM A second UU becomes even more job. For some civs they had to just invent non-existing units like the sumerians Vulture for instance.
MrFrodo Oct 17, 2007, 03:01 PM Americans:
Frontiersman
Replaces Scout
Same stats as Scout except:
Can attack
Free Woodman I upgrade.
Obviously, this should really replace "Explorer" historically, but since that unit is completely useless 99% of the time, Scout seems better. I am imagining Daniel Boone violently slaughtering Native American Indians and becoming an All American Hero in the process.
Desert-Fox Oct 17, 2007, 03:26 PM Vikings - Longboat, replaces galley, can hold 4 passengers.
Russian - FSB agent, replaces spy, -25% espionage costs.
But I agree that it is hard to make 2 UU-s for each civ because then we get units like quechua, vulture etc... whose never existed.
Perhaps Civ5 should have Leader based UU not civ, so if a civ has 3 different leaders then each one has different UU and maybe different UB... unit what was known in his/her era.
Edit : I think George washington had never seen Navy Seals :)
Perfxion Oct 17, 2007, 03:37 PM I like that idea a lot, make UUs leader tied, not civ tied. This would make unrestricted leaders even more fun/unbalanced. HRE getting Prats w/ Augustus.
McGoo Oct 17, 2007, 03:56 PM I like that idea a lot, make UUs leader tied, not civ tied. This would make unrestricted leaders even more fun/unbalanced. HRE getting Prats w/ Augustus.
Stalin : Hind M-24 Helicopter.
+50% vs mounted
+50% vs gunpowder.
"We do not fear the Russians, we fear their Helicopters"
Tweedledum Oct 17, 2007, 04:13 PM Any second Spanish UU would have to be the Tercio - replaces musketman, requires Iron, has Pikeman-type bonus against mounted units. Possibly a bit over-powered, but...
And as for the suggestion of "Boer Mercenary" as a Zulu UU... :confused: :confused: :confused:
Horace Oct 18, 2007, 04:26 AM I think more UU would mean either making them leader specific or making it so each civ has only 1 "combat" UU to stop overpowering a civ.
For example an English Longbowman would be nice but then the English would have Redcoats & Longbowman which would be quite formidable.
A better option is to either give them a boat (Man O War) or plane (Spitfire).
This gives each civ a fighting unit and a support unit giving a more balanced game.
Tusk Oct 18, 2007, 04:41 AM As I mentioned in another thread, I think the Spitfire would be perfect for the English since it comes from a totally different era as their current UU, and the spitfire has a seriously legendary place in British history (Battle of Britain and all that).
I think give the Zulu Civ a modern unit, make it a G6 mobile artillery unit, or G5 towed artillery - South Africa actually has those and a lot of people thought they were the best artillery units in the 70's and 80's. Or maybe an Armoured Personnel Carrier, with +25% defence against gunpowder units.
The Dutch are a tricky one for me - the only other units I can think of for them are all naval - the sea was such a huge part of their history...Maybe they could get a UU corporation executive, to represent the Dutch East Indies company and its influence...any corp founded by that exec generates +2 gold or something.
Horace Oct 18, 2007, 05:27 AM Yes the Dutch are a tricky one.
The Executive is a good one but is kind of out of the time period and would have to be carefully balanced.
The only other (very ropey) option I could come up with is the Boer Burghers (light cavalry)
All the "major" nations are quite easy to come up with options for, it will be difficult to have multiple options for everyone tho
RedRalphWiggum Oct 18, 2007, 05:30 AM Yeah I think more UUs would be brilliant, I know for memeory reasons its not practical but I think as many as possible would be class. At the very least one per leader. Better yet, one per era. and for the civs that havent been in every Era (USA, Maya, etc) I think they should just get a generic UU (<civname> spearman for instance), its one respect which I would prefer gameplay over accuracy.
you know what else would be cool? If a deal could be done to sell the blueprints for your UU. So for instance, you are Germany, playing for a culture victory or whatever, the US is playing for a warmongering victory, you can sell them the ability to build panzers, you also retain the ability, they get a recouloured, renamed unit, the American Panzer. It could be traded for tech or gold. Or the ability could be stolen by spies.
zenspiderz Oct 18, 2007, 05:34 AM Russia - T34 tank replaces tank
160 hammers +2 strength
Persia - Revolutionary Gaurd
replaces marine - free guerilla 1+2 and ambush promos (loses amphibious)
Ottoman - Sipahi
replaces knight - 1-2 first strikes
Horace Oct 18, 2007, 06:08 AM Having thought about this a bit (fun day in work) the most practical way I think of implementing this is to make it 1 UU per leader and for civs with multiple leaders to give them more UU - keeping it 1 UU per civ for balance issues.
This also overcomes the issue of being unable to give some civs more UU cos they have nothing suitable.
This would mean a new UU for the following
(no of leaders/units)
(3) Russia - loads of options Hinds, Subs, MiGs, tanks etc
(2) Romans - praets, legionarys, a whole variety of troops i suppose
(2) Persia - rev guard suggested above
(2) Ottomans - sipahi
(2) Mongols - dont know
(2) India - war elephant
(3) US - again loads of options - Minutemen, B52s
(2) Celts - hmm 1 UU still for these :)
(2) China - prob lots cant think of any off top of head
(2) Eygpt - slave worker?
(3) England - spitfire, longbowman, manowar
(3) France - crusader, foreign legion
(2) Germany - Uboat, WW2 battleship, Zeppelin, various planes
(2) Greece - hoplite, phalanx, trireme
If the unit could be randomly assigned to a leader each game that would be cool too imo (altho again prob too difficult to mod in)
I realise this doesnt include everyones fav civs etc
Im not sure how easy it is to add additional leaders (especially with the animations)
zenspiderz Oct 18, 2007, 06:56 AM oops mispost
zenspiderz Oct 18, 2007, 03:57 PM Arabia
Mujahideen - replaces cavalry - as cavalry but also +25% withdrawl and +25% attacking gunpowder units.
mikesonic Oct 18, 2007, 07:54 PM And less serious... Chinese should have "Anti civilian Tank" what makes more happy people even without HR... extra bonus with tank and university in the city :)
Additional points:
1. It should be avaliable only under police state.once switch to other civics, automatically disbanded.
2. For each one built, -3 relation to other civlization which isn't using police state civic or universal suffrage .-6 to those using universal suffrage.
+1 to those using police state.
3. Cities garrisoned with it generate double great prophet GP points, but don't generate any other GP points.
4. -50% when facing other tanks. +1000% when facing settlers,workers,missionary(OK, I agree it's not needed for them),explorers,scouts...any ground unit that isn't military.
5. It's the only unit that can kill units of same country,thus saving your delete key.
zenspiderz Oct 21, 2007, 05:33 AM China
Red Guards or PLA replaces infantry
As infantry but 75% of hammer cost.
cthom Oct 21, 2007, 11:16 AM a uu for the celts could be an early crossbowman (picts used them against the romans to great effect) or the gallowglass (two-handed axe/claymore) medieval warriors.
zenspiderz Oct 21, 2007, 12:23 PM Aztec, Maya or Inca
Blowpipers
replaces scout
strenght 2, can attack, 50% withdrawl, mobility promo
HG_CassiusA Oct 21, 2007, 12:28 PM Here's an idea for a Praetorian replacement:
Legionary
(Replaces Axeman)
Strength: 6
Movement: 1
Cost: 45
-Immune to First Strikes
+25% against Archer units
+25% against Melee units
-25% defense against Mounted units
Resources: Requires Copper or Iron
Techs: Requires Bronze Working
Other Boni: +20% production with Iron
As for a 2nd UU (and despite it being in the same era as the Legionary)
Equites
(Replaces Horse Archer)
Strength: 6
Movement: 2
Cost: 60
No Defensive Bonus
20% chance of withdrawal
+25% attack against melee
-25% against archers
+50% attack against catapult, trebuchet
Flank attack against catapult, trebuchet
Resources: Requires Horses and Copper or Iron
Techs: Requires Horseback Riding and Iron Working
Other Boni: None
Now for the Greek 2nd UU (with the Phalanx being renamed Spartiate)
The graphic would be a sarissa-armed hoplite, such as those described by Polybius.
Hoplite
(Replaces Spearman)
Strength: 4
Movement: 1
Cost: 35
+100 against Mounted Units
+50% attack against Melee Units
-25% defense against Melee Units
-25% strength when attacking hills
Techs: Hunting, Mining
Resources: None
Other Boni: None
Diamondeye Oct 21, 2007, 12:38 PM (no of leaders/units)
(3) Russia - loads of options Hinds, Subs, MiGs, tanks etc
(2) Romans - praets, legionarys, a whole variety of troops i suppose
(2) Persia - rev guard suggested above
(2) Ottomans - sipahi
(2) Mongols - dont know
(2) India - war elephant
(3) US - again loads of options - Minutemen, B52s
(2) Celts - hmm 1 UU still for these :)
(2) China - prob lots cant think of any off top of head
(2) Eygpt - slave worker?
(3) England - spitfire, longbowman, manowar
(3) France - crusader, foreign legion
(2) Germany - Uboat, WW2 battleship, Zeppelin, various planes
(2) Greece - hoplite, phalanx, trireme
Romans: Praetorians, as they are, and Ballistae, replacing catapults with an extra strength and 2% extra bombard.
Mongols: Hard one, might imagine something replacing knights or cuirassiers... "Keshik Lifesworn", replaces knight, adding bonus against archers and eventually withdrawal chance.
Celts: Druidic Archers, replacing longbows, starting with 2 extra firststrikechances and woodsman I.
China: Guards Of The Wall - replacing pikemen with a +50% in cities.
Egypt: Slaveworker or Saracen Infantry
...Maybe something the like?
zenspiderz Oct 22, 2007, 05:05 AM Mongolia
Lancer keshik - replaces knight
as knight but -1 terrian movement cost and withdrawl bonus (only requires horse not iron).
Mounted Compound bowmen - replaces crossbow
as crossbow but move 2 and -1 terrain penalty
zenspiderz Oct 22, 2007, 05:14 AM Russia
Sturmovik - replaces fighter
+2 strength
Sukhoi - replaces jetfighter
starts with free ace promo
zenspiderz Oct 22, 2007, 05:29 AM Russia
Sturmovik - replaces fighter
+2 strength
Sukhoi - replaces jetfighter
starts with free ace promo
zenspiderz Oct 22, 2007, 05:32 AM Japan
'zero' fighter plane - replaces fighter
if intercepted has a 25% chance of destroying target but is destroyed in process. (low tech human cruise missile)
kamikazzeee!!1!!1!
Diamondeye Oct 22, 2007, 06:03 AM kamikazzeee!!1!!1!
COrrection: Kamikaze!!1!One!
Horace Oct 22, 2007, 06:20 AM Updated list:
(no of leaders/units)
(3) Russia - Cossack, then 2 of: T34/Sturmovik/Typhoon sub.
(2) Romans - Praets, Equites/Ballista
(2) Persia - Immortals & Rev Guard
(2) Ottomans - Janissary & Sipahi
(2) Mongols - Keshik & Lancer Keshik
(2) India - Fast Worker & War Elephant/Gorkha Rifles
(3) US - Marine, then 2 of: Minutemen/M1 Abrams/B52 Bomber/F15
(2) Celts - Gallic Warrior & Gallowglass/Some kind of Archer
(2) China - Cho Ko Nu & PLA/Guard of Wall
(2) Eygpt - Slave Worker
(3) England - Red Coat, then 2 of: Longbowman, Man O War, Spitfire
(3) France - Musketeer, Crusader, Foreign Legion
(2) Germany - Panzer & Gneisenau Battlecruiser/Stuka/Fockewulf
(2) Greece - Phalanx & Hoplite/Trireme
Not convinced by the French options. Then just the easy bit of deciding between them, finding graphics and deciding stats :)
Diamondeye Oct 22, 2007, 06:31 AM (3) England - Red Coat, then 2 of: Longbowman, Man O War, Spitfire
(3) France - Musketeer, Crusader, Foreign Legion
...England'll have RC, MoW and Spitfire then, you can't make a proper UU over an already as powerful units as lbows...
And France's option is atleast better than AoK's "Throwing Axeman"... comeon...
Tusk Oct 22, 2007, 07:25 AM @Horace: Why are there only 14 Civs in your list. Are more coming later?
Horace Oct 22, 2007, 07:48 AM My thinking is to make it 1UU per leader.
I only listed 14 civs cos there are only 14 civs with more than 1 leader. I dont think civs should have 2UU in a single game because it would unbalance things quite badly imo. Of course there are new leaders of civs modded in (Ive seen one for Japan knocking around so could give them a Zero/Battleship/Carrier 2nd UU)
Diamondeye Oct 22, 2007, 08:13 AM @Horace: Why are there only 14 Civs in your list. Are more coming later?
Only these civilizations have multiple leaders; hence they need multiple UUs if the UUs are leaderspecific.
Perfxion Oct 22, 2007, 08:38 AM France should get a Francheca(sp?) (throwing Axemen) because it is the weapon that aided them in creating the now nation of France. Its why the country is named such.
Horace Oct 22, 2007, 10:15 AM Well it seems someone has already done the code for leader specific units here (http://forums.civfanatics.com/showthread.php?t=224038#C4), which is awesome \o/
Francisca (throwing axe) would go in place of the crusader i suppose.
There seem to be quite a few new leaders around so additional units can be added there.
I dont really like the idea of a UU being an air unit simply because they would be pretty weak. I personally wouldnt want one. This does obviously make balancing the units difficult but it is difficult anyway. Noone ever will agree exactly what is best :)
Some thoughts on the Russian units before i go home:
T34 (replaces tank)
:strength: 28 :move: 2 :hammers: 150
+25% vs armoured
no movement penalty over terrain
makes it a bit cheaper, crapper but better over terrain than the panzer.
Typhoon (replaces attack sub)
can carry 1 missile
FlyingPanda Oct 22, 2007, 10:54 AM For the Dutch
the Swiss merchanary, replaces pikeman
requires no resources to be build
mynystry Oct 22, 2007, 11:09 AM Perhaps Civ5 should have Leader based UU not civ, so if a civ has 3 different leaders then each one has different UU and maybe different UB... unit what was known in his/her era.
Edit : I think George washington had never seen Navy Seals :)
That's a pretty damn nice idea :goodjob:
for the Aztecs
Leader Izcoatl (imp,org) - jaguar warrior - raplace warrior - +1 movement (+25% cost) (civ3 jaguar :P)
Leader Moctezuma (agr,spi) - eagle warrior - replace swordman - actual jaguar warrior stats.
Jormungandr Oct 22, 2007, 02:41 PM Streltsy, replacing the Musketman, could be an option for the Russians. They probably suit Peter best as a unique unit although they were formally liquidated in the latter years of his reign. As they often worked as law-keepers and firefighters in their community, I suggest a city defence bonus combined perhaps with some bonus for running either Hereditary Rule or Serfdom - maybe extra health or happiness.
Horace Oct 23, 2007, 03:32 AM Perhaps Civ5 should have Leader based UU not civ, so if a civ has 3 different leaders then each one has different UU
That is what I am intending. I am thinking of making a mod for this when I have some spare time shortly (or attempting to anyways :))
The list of potential new units is above, any thoughts are welcome
kristopherb Oct 23, 2007, 03:08 PM I don't think 1 UU per leader is ballanced.
1. imagine boidicas UU it would need not to be melle if it was ballanced it whould take ages to ballance.
2. BTS concentrates on the use of gunpowder and of all 20 ish civs theres only 4UUs which are after the gunpwder,What makes it worse is the advanced start makes it so easy to skip preats,phalanx (it falls into its own trap) so the AI don't gets "its powerful era" so this kinda lets the side down. maybe a UU pre-gunpowder and post gunpowder.
Horace Oct 24, 2007, 03:14 AM Well tbh it is the minority of people that play advanced starts. If a UU happens to fall in the ancient era then obviously your going to miss it out.
Secondly 1 UU per leader would be much easier to balance than 1 pre & 1 post gunpowder UU.
zenspiderz Oct 24, 2007, 06:01 PM I don't really like the idea of leader specific UUs. Nor do I think that civs need to have the same number of UUs in order for the game to be balanced... For instance would it be unbalanced for america to have 3 even 4 late game UUs that are not individually overpowered if Rome has 1 early arriving uber overpowered UU?
anyway some more ideas for UUs that I had today.
Native America
Tracker - replaces scout
as scout but free visibility and mobility promos. (you know you can never sneak up on an injun.)
War Party (or something) - replaces horse archer
as horse archer plus free visibility promo.
America
Super carrier - replaces carrier
as carrier except has extra 1 or 2 slots for fighters/jets and comes with free medic 1 promo. but can't be built with oil only uranium will do.
India
Mystic - replaces missionary (any religion)
as missionary but 75% hammer cost. (all that self denial makes them low maintenance :lol: )
Arabia
Scholar - replaces missionary (any religion)
as missionary but delivers 1 beaker in addition to gold to the shrine city if successfully settled. (possibly a bit overpowered and difficult to code)
(alternative) as missionary but 1 extra move.
Spain
Inquisitor - available in addition to missionary (any religion)
special ability - %chance of removing 1 non-state religion from a city (foreign or domestic) if successful there is an additional chance the city will lose some pop!
(also a bit difficult to code i imagine but fun!)
Egypt
Mamluk handgunners - replaces musketman
as musketman but available earlier with guilds.
intj_rational Oct 26, 2007, 10:17 AM 1. Greece
Companion Cavalry (replaces Horse Archer)
+25% vs. Mounted and Melee Units
2. Egypt
Mamluk (replaces Musketman)
+1 strength
3. Vikings
Longboat (replaces Galley)
- Can enter ocean after discovery of Compass
4. Carthage
Sacred Band Infantry (replaces Swordsmen)
+25% vs. Archery and Melee Units
5. England
English Longbowman (replaces Longbowman)
+2 first strikes
6. India
Indian War Elephant (replaces War Elephant)
Starts with Formation
Requires 50 hammers to build (instead of 60)
7. Byzantines
Varangian Guard (replaces Maceman)
+1 strength
Starts with Shock
8. Russia
Russian Conscript (replaces Infantry)
19 strength instead of 20
Requires 120 hammers instead of 140
Ikael Oct 26, 2007, 11:25 AM Spain:
Tercios Replaces musketeer- +50% to experience gainning
Japan:
Ninja. Replaces spy. +25% time of building, -35% mission costs
Germany:
Zeppelin: That should be their UU, and only theirs. There has already been discussed the idiocy of making zeppelins a common unit (air bombing too early, historically unaccurate, etc).
France
Dragoon- Replaces curaisser.
Starts with drill I promotion.
United states
American bunissesman- Replaces executive
Corporation expansion missions costs -60% less, +1 extra movement, -50% production cost.
Greece
Greek Fire galley
Replaces galley
Can bomb coastatal cities
Arabia
Cleric- Replaces priest
100% chances of expanding a religion. Can expand their religion even on theocratic civs.
Russia
Russian warhead
Replaces nuclear missile
-40% building cost, half the manteinance costs.
lutzj Oct 26, 2007, 12:10 PM the Germanic war band is kind of dumb since axes already slaughter swords, the minuteman can beat grenadiers (maybe a cheap rifleman instead of a hyper powered one is more realistic and better for game balance), and the "British longbowman" should be called something less confusing, like Yeoman.
France:
Courier: replaces explorer, +1 visibility range, can improve tiles (but twice as slow as worker) and built with growth
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