View Full Version : New Unit Wish Lists ?


frunobulax
Nov 22, 2002, 09:56 AM
So, assuming a Mac Editor is on the way, what new units would you want to incorporate into a standard Civ3 game (as opposed to a scenario) ?

My top 5 choices would be...

1. Crusier (like the Civ2 pre-AEGIS class)
2. SR-71 'Blackbird' spyplane (a Civ2 fave of mine).
3. Super Battleship class - e.g. Iowa, Bismarck or Yamamoto class :crazyeye:
4. Special Forces unit (Commandos/SAS etc)
5. Lancers (a la Napoleonic Imperial Guard).


Frunobulax

Pinky
Nov 22, 2002, 10:30 AM
Mines would add so much ! Get the workers to place & disarm them...New sea unit for that too. Anyhow... have fun !

dojoboy
Nov 22, 2002, 10:48 AM
Special forces. I love the idea of dropping behind enemy lines to disrupt lines of communication and logistics. This is why I like Civ3's paratrooper; however, for some time, I've not even bothered researching 'advanced flight.' Ever since 1.21f-beta, its been the forgotten tech.

I would like to see a special forces unit, or improved paratrooper unit, w/ a cloak ability; the ability to remain hidden from the enemy, perhaps a one-tile buffer. Not in the genre of science fiction but more like "special forces." Scout, sabatoge, and hide.

Beamup
Nov 22, 2002, 01:56 PM
I'd like to see Special Forces, myself. I'd make them essentially one-attack, one-defense invisible paratroopers. Thus they wouldn't be useful in straight-up combat (since one "unit" would probably be only a couple of dozen people at most). They could, however, pillage. Problems would be that the computer probably wouldn't know how to deal with them, and they'd be one-shot units against humans :rolleyes: since it would be a trivial exercise to just attack the square they just pillaged. Even if you just used them for recon, it wouldn't be hard to just sweep all your territory with a single unit (using railroads) each turn.

While I'd also like to see another few things on your list (mines and AAA), they would be impossible to add with the editor since they'd require actual changes to the engine to make them work.

Sid
Nov 22, 2002, 02:28 PM
Like most others, I go for the spec ops. Of course they were guerrillas in an earlier era. Thinking wildly here, what about replicating what the Brits did with the Spanish in the Peninsular War (1808-1814)? I've no idea how to program this, but you could spend a certain amount of gold to create guerilla units from any unhappy citizens in another civilisation's city.

Some fast patrol boats would be useful in the late game, and I like the idea of anti-tank artillery prior to Radar Artillery (one of my favourites, but it takes ages to appear).

Something else that I have seen in PC mods is the 'Coracle'. It would be a tiny, one unit only, transport vessel for crossing some of those narrow sea gaps before Map Making. Then, by making the Swordsman able to attack straight from the sea, you could get Viking-style raids on workers and coastal settlements.

I guess I really miss the unit-creation workshop in SMAC/X. My particular favourite was the sea-borne Probe team.

Sid
Nov 22, 2002, 02:29 PM
Oh, and helicopter-borne marines that can operate from Carriers.

frunobulax
Nov 23, 2002, 07:12 PM
Originally posted by Beamup

While I'd also like to see another few things on your list (mines and AAA), they would be impossible to add with the editor since they'd require actual changes to the engine to make them work.

In Civ2 I had customised Sea Mine and AA units that were given certain ability 'flags', and worked reasonably well, though AI-operated AA's were used a bit waywardly...

I presume Civ3 units have something similar (via the editor ?) [another question for Brad here !]

Anyway, Special Forces seem to be out in front at this stage...

Supplemetary question
What applications for the Mac :king: are best for designing Civ3 type units (in 3D modelling style) ? Any recommendations anyone ?

Also agree with dojoboy about the Advanced Flight/Helicopters/Paratroopers advance... I tend to skip that one too... we need Apache attack helicopters... plus longer range Chinooks (heavy lift !!)

Architekt
Nov 28, 2002, 03:24 PM
Would it not be possible just to use all the currently available custom units posted here at CFC?...

Grey Randall
Dec 02, 2002, 11:12 AM
Let's see......

ASW planes like S-3's and P-3's (ok, I'll admit.. I was an FAW while I was in the Navy, so I'm kinda partial)
Hydrofoils for quick response sea defense
I'd include spy planes as well
Mobile Anti-tank materials
There's other units I'd include. I'm not too fond of catapults used as defensive units in cities. I'd make Trebuchets and mangonelles for roaming around in the earlier periods.. Ballistas as well!!!

Can't really think of other units... Was thinking of making Janisaries though ::chuckles::

Chinhooks, Apaches, SeaKings, Sea Knights.... yeah, we need those.

A-10's as well.

I'd have added Zeplins for the WWI WWII eras as well. And because I miss Charles M Schultz so much, I'd probably create a Sopwith Camel for the English use only.

Grey Randall
Dec 03, 2002, 08:41 AM
Ok, so these aren't units, but things I'll change or add with the Mac Editor (Some I've done with the PC Editor and transferred to my Mac... but that is such a pain in the backside, that it's not worth doing that often)

Allow hillside/terraced irrigation
Additional Growth Wonders sort of like the Statue of Liberty, etc. Happiness/Cultural wonders like Amusement Park, or Broadway, Smithsonian Institution, Louvre, etc.

I still think I'd re-add the cultures that Civ 3 got rid of, as well a few that were excluded from all of the Civs near as I can tell.

elpadrino87
Dec 03, 2002, 09:59 PM
I entirely agree with the special forces unit, that can't be detected by other civs. or at least something similar to that, maybe an espionage mission: select square to be pillaged. that, and i really think helicopters should be able to be transported on carriers, i can only imagine of the possibilities with that!:D I can see it now, amphibious assults on costal cities while helicopters unload infantry and marines behind enemy lines!

on a similar note, it would be cool to be able to use or "lease" air bases to allies or other civs that you have a ROP with.

ejday
Dec 04, 2002, 07:18 PM
Hmm. I like the special forces unit, especially with the invisible bit somebody mentioned...
Now, I wonder if you could do it to hide identity (like privateers) to simulate clandestine operations. Seems like it.

Lessee... Grey Randall mentioned attack helicopters. A must-have.
Maybe a water/land transpo unit for marines (hovercraft, ducks, whatever).

How about having the satellite wonder as a small wonder, having it reveal the map and give the ability to see units not in cities (like the espionage option).

Grey Randall
Dec 05, 2002, 07:03 AM
Originally posted by ejday
How about having the satellite wonder as a small wonder, having it reveal the map and give the ability to see units not in cities (like the espionage option).

Say... didn't the Apollo Program Wonder do something like that in the earlier Civs? Now all it does is allow everyone into the Space Race... but if memory serves as soon as I built the Apollo Program, the whole map, or at least all cities on the planet were revealed.

From what I remember of the PC editor (Haven't had opportunity to use it, since my Mac is down to make room for the christmas tree, and if I can't play, what's the point in editing scenarios?) There's no way to set that. I could be wrong, seeings how my editor is a cracked PC editor from a previous Civ version (I think from the 1.1 patch days)

ejday
Dec 05, 2002, 04:06 PM
Originally posted by Grey Randall
Say... didn't the Apollo Program Wonder do something like that in the earlier Civs? Now all it does is allow everyone into the Space Race... but if memory serves as soon as I built the Apollo Program, the whole map, or at least all cities on the planet were revealed.
Yes, IIRC. You got into space and the whole planet was revealed.

...But Civ2 didn't have fog of war ...or did it? SMAC did, I think, but not Civ2. IF that was the case, once the map was revealed, did you have to sit around and wait for all the other civ's unit to move? It has been so long I've forgotten.

Grey Randall
Dec 06, 2002, 03:43 PM
I may just have to dust off my Civ II CD and reinstall it on my iBook so I can play it again. Need to do my "laundry" list of cultures I want back, units, etc so I'll be all set when the editor's available for our greedy little hands.

troytheface
Jan 14, 2003, 06:30 AM
voted AA Guns but really would like WWI style planes at the start of flight. With some kind of dog fight possible as well as recon. Navies and airforces could be tweaked just a tad-bombard for subs, triremes, dogfights, and missle loads on boats and planes.
There was thread somewhere about great non sea power nations (China was one listed) which made the point that navy strength is regulated to secondary status but what indust/modern powerful nation does not have a strong airforce? The creators balanced alot of different factors and someone wrote that a bombard that would kill would be to strong but i do not knopw if that would be true if the opponent had an airforce and aa guns etc. (also on ships)
Keeping the game simple in the combat arena makes sense and i think the game does a good job with the UU's and all. But the age of sail is short and the game uses only a galley for the ancient time....i sense a bias against ships.

MacBaldrick
Jan 14, 2003, 11:16 AM
I voted for special forces but agree with Sid that similar capabilities in earlier ages would be cool. Could the scout be modified to have ‘invisibility’ with increasing unrestricted movement. Could the SF have the ability to move say 1/2 squares after ‘pillaging’. After all tilt & run is basic SF tactics – you don’t let them get pinned down. Sid’s guerrillas would be a nice mid-game version. How about Vikings and the original marines (as used by English – give Elizabeth a better UU).

Too many of the other suggestions are all modern age units (geared to 20th C Scenarios ?). The modern era has too much development crammed into a short timescale to reflect accurately. I like the ideas of more gradation in naval strength and artillery over the ages.

Examples - East Indiamen (big transport with significant defence), Clipper (v fast) (Cannon should have high defence factor against mounted units (re charge of the light brigade). Catapult & Cannon should have ability to destroy city walls and avoid city defence advantage. Anti-tank should similarly have good defence against tanks / mech infantry.

Finally how about a second (or more) UU both to balance early / late impact and make up for current weak UUs, e.g. English and French. Could the golden age be deferred to a later period’s UU, perhaps shorter ?

Lets hope the Mac editor comes soon !

jwill
Jan 14, 2003, 08:41 PM
I know what I would add - offensive musketmen, riflemen, and infantry units. Land transports would be helpful too.

MajorFallout
Jan 15, 2003, 01:39 PM
How about these units:

Non-military:
Large transport plane - for workers/settlers (civilians), artillery.

Engineer worker - for building specialist buildings, motorways, bridges etc. This unit could be upgraded from a normal worker to this specialist unit for a small fee.

Workers could build a new type of road; a motorway/freeway - allows movement to be doubled.

Military:
V2 Rocket - large range standard ordance missiles - packs more punch than a cruise missile.

Zeppelins - industrial age, for long range reconnisance or limited bombing.

WW1 bi-planes: fighters and bombers!

MajorFallout
Jan 15, 2003, 02:03 PM
Oops, forgot this major tweak to the units thing....

Leaders
Replace their function with just hurrying wonders, and helping with population unrest. Maybe even to help mobilize the population to increase production in a city.

Armies
With the advent of the Military Academy, there could be an off-shoot unit from that tech with the ability to create armies, eg. 1 army 'General' unit per 4-5 cities in your empire, with a max of say 6-8 armies in all. I think this unit would take a long time to create, as in real life it takes to produce a experienced/career General, eg. the same amount as a battleship. So that it is not really unfair to other civs.
Also, increase the number of units that can go into an army, to 5 or 6.

MajorFallout
Jan 15, 2003, 02:07 PM
Update:

Armies
With the advent of the Military Academy, there could be an off-shoot unit from that tech with the ability to create armies at will.

dcaint
Jan 15, 2003, 07:06 PM
I love the invisible paratrooper/SF idea- that would be a very accurate unit to add (think 82d Airborne on D-day.) Maybe it could be made so that they could only be seen by other infantry units or something like that.

The transport plane is also a good idea- I have always though it kind of retarded that you can't airlift workers/settlers.

Specialty aircraft in the modern era would be nice- in the vein of A-10 vs. F-15 vs. Apache, etc. This would allow the advantage of a custom-built air force, but wouldn't give anyone a special advantage, because the player would still have to balance what aircraft would do the job. I would think something like the A-10 would have a higher attack vs. land units but a lower defense and no bombing, the F-15 (or similar) would have bombing and recon, and the Apache would probably be similar to the A-10 (for Civ purposes, anyway.) How about a Spectre gunship as a UU for somebody? At least that would be more useful than those F-15's for the Americans. Since we're on that topic, whose idea was it to make it completely impossible for air units to kill other units? Are they saying that a B-52 cannot devastate a battlefield? It's also not quite realistic to have so many naval units, but only fighters and bombers in the air.

In general, what about more espionage-type ideas? The spyplane idea would be very useful, so would satellites (probably satellites as a SW.)

Also, some better ways to defend against sea attacks would be good. There's no reason a battleship should be able to bomb the snot out of me from 2 squares away and I have no defense but to send a jet fighter after them, which cannot kill them no matter how hard you try. Also, what about a hit-and-run option, especially for subs? I mean, really, how many subs stick around to slug it out with a battleship? They should get a shot off and split. This would allow a naval civ to implement the wolfpack idea a la Kriegsmarine should a player choose.

And while I'm dreaming, I'd like a pony.......

n8mac
Jan 17, 2003, 07:33 AM
dcaint,

About the naval defense against battleships, the coastal fortress can take shots at ships. I have never built one, this from the manual. I don't think that coastal fortresses can sink ships, over if they defend during a bombard. Has anyone used these things?

Interesting point. The manual says that the coastal fortress increases defense of units in city 50%. WHAT?! Naval units can't attack cities. :confused:

Just had an idea. I think that harbors and coastal defenses need to be given more importence. Give them physical attributes and stats that naval and air units can attack. If a naval unit wins then no more harbor and trade is disrupted. Plus there needs to be a new improvement: military ports. (ever heard of pearl harbor?) They would be required to build modern ship and to repare them. Who ever heard of a battleship comming out of a harbor? Then naval battles would center around destroying these improvements, no more military port = no more big ships.

dcaint
Jan 17, 2003, 10:31 PM
If the coastal fortresses can really take MEANINGFUL shots at passing enemy ships, then someone needs to let the guys manning mine know. They were very useful in Civ II, virtually useless in Civ III. My beef was simply that I liked to screen my harbors with cheap submarines, but in Civ III the battleships come in and lob shells from 2 grid squares away, and then when the subs attack, they generally get sunk. I would think the point of a sub would be to take a shot, knock off a point or two, and fade into the blackness. Thus, a wolf pack would be necessary to really sink a capital ship, and this is realistic.

Re: the coastal fortresses: I am not sure if this is a bug or an oversight, but the ones I have built have not done a d**n thing unless the attacking naval vessel is bombarding the city directly. They appear to be free to bomb outlying areas all they want with impunity.

The idea of a military port is great. Actually, the whole thing here is a little more ability to customize naval/air forces. It would not require a whole re-engineering, just two or three more units and one or two more city improvements, and you're there.

Of course, this is coming from a military history-type guy. I am sure there are people out there whon would advocate allowing a modern-arena-type improvement to upgrade a colosseum or something like that. What we are asking for is more accurate combat simulation, and I think there are games out there more geared to that.

dojoboy
Jan 18, 2003, 08:30 AM
Originally posted by dcaint
If the coastal fortresses can really take MEANINGFUL shots at passing enemy ships, then someone needs to let the guys manning mine know.

I believe coastal fortresses are only intended to work when an enemy ship is left adjacent to the coastal city, at the end of one's (AI's) turn. If we do infact get PTW / MP, we may see this occur due to human error; however, I don't believe a random element was programmed in here for the AI. It knows; therefore, it doesn't leave ships vulnerable. You could test it. Spy on an AI coastal city to see if it has a coastal fortress, then leave your ship adjacent to it at the end of a turn.

MacBaldrick
Jan 18, 2003, 01:07 PM
I think the idea of a military port required to produce warships is great. It can be an city improvement over several era. Could we make it speed production of Frigates etc. and be essential for modern ship (from Destroyer on) ?

dcaint, you should know that Henry VIII building of a dedicated dock at Portsmouth was a major military technological step and during the 18th century the English build the world first purpose built 'factory' in Portsmouth dockyard.

Do we need to start a thread on best new city improvements to solicit ideas like dcaint's mil port and minefields mentioned above ?

For the modern era how about variations on fortification like field trenches (disappear if unoccupied for 2 turns ?)/ barbed wire (stops all movement of ground troops but not tanks & increases hit points taken) with later upgrade to tank-trap capabilities (stops tanks).

In later Middle Ages / early Industrial make fortifications built next to city square part of city defence ? Replaces expiring city walls.

How about Propaganda as a minor wonder ? It would suppress some war weariness, requires printing press & when upgraded by Radio removes war weariness. Free to Communist governments perhaps.

easy
Jan 18, 2003, 02:57 PM
Something I want that so far no one has mentioned is actual unit construction like in Alpha Centauri. Techs would give abilities and advancements. Start off with warriors (foot soldiers) get spears, shields, swords, bows, body armor, horses, motorized transport, tracked vehicles, so on... This would mean that all the ideas for new units could be side stepped because they could be built. Carrier with ASW characterristics. Horse drawn artillery. Hover tanks would be awsome like in the board game Fortress America. Minefields could be seeded by workers, minesweepers (sea based workers), and bombers and cleared by workers and minesweepers, but not aircraft.

ejday
Jan 18, 2003, 06:54 PM
Originally posted by easy
Something I want that so far no one has mentioned is actual unit construction like in Alpha Centauri. Techs would give abilities and advancements. Start off with warriors (foot soldiers) get spears, shields, swords, bows, body armor, horses, motorized transport, tracked vehicles, so on... This would mean that all the ideas for new units could be side stepped because they could be built. Carrier with ASW characterristics. Horse drawn artillery. Hover tanks would be awsome like in the board game Fortress America. Minefields could be seeded by workers, minesweepers (sea based workers), and bombers and cleared by workers and minesweepers, but not aircraft.
Interesting idea but AFAIK, that's not the way the Civ3 engine works. The best approximation would be seemingly-upgraded -- but technically new -- units. Or a wider selection of units with each advance. Custom jobs, though, would have to be added by you as an option with the editor.

I like the idea though. I remember "Pax Imperia" had that kind of flexibility when designing ships and I loved it. Just don't think Civ3 could hack it.

Reddwarfian
Jan 19, 2003, 11:22 PM
Personaly, I'd like to give the Americans a new Civ-specific unit: Minutemen.

Replaces the Musketmen, same stats, 2/3 the cost!

Just my 2˘

dojoboy
Jan 20, 2003, 06:31 AM
Originally posted by Reddwarfian
Personaly, I'd like to give the Americans a new Civ-specific unit: Minutemen.

Replaces the Musketmen, same stats, 2/3 the cost!

Just my 2˘

I like the idea. I was thinking of an elite special forces unit as America's UU (maybe an A/D/M of 6/10/2 with the ability to retreat). I figure the ability to retreat would be for "hit and run" capabilities since it'd be unlikely to find a way to give them a one-tile cloak feature.

MinutiaeMan
Jan 24, 2003, 06:29 PM
I'd had the same idea about Minutemen as a new UU for America... except I figured that they would best replace the Rifleman. (Given that the American Revolution was closer to the Riflemen era, even though they technically used muskets -- which IMO are mainly a late-Middle Ages unit.)

I think that the sea mines and minesweepers are a serious oversight in the game as it is; the manual mentions that blockades of enemy ports is possible; but it's actually kinda unrealistic -- at least in the way I play. You need to literally block every possible ocean square surrounding the enemy's sea borders with a ship... a ship that's got a chance of holding the blockade, too. Mines would be a whole lot more cost-effective, unpredictable, and just plain fun. ;)

The cruiser idea is interesting, but I don't think it's really that necessary to have too many kinds of offensive ships in the same era. The only exception would be a defensive naval unit, for patrolling your borders. (Once I get to Robotics in a long-running game, I usually try to cover my coastline (near the capital) with AEGIS cruisers to hold off the nuclear subs.

On a similar vein, what about giving ALL ships the ability to see subs when Robotics is discovered?

Another of the big peeves I've had is the Cruise Missiles -- those things pack some nice bombardment power, but IMO their range is far too short. I'd like to see them either (1) given a four-square range or (2) allow them to be loaded onto Battleships -- say, two or four of them. As it is, about all I do with them is stockpile several dozen if I'm playing from an island or subcontinent somewhere, to lob at any approaching amphibious assault before they reach the shore. (That worked to my advantage once; three transports full of troops were coming and their escort had sunk all my ships that could get there in time, but I managed to wipe ALL of them out before they even landed thanks to the cruise missiles!)

A super-battleship sounds like an interesting idea, but I'm not sure if that would work well in the game, historically speaking. In the real world, the battleship has played second fiddle ever since the end of WWII. I think they already have too much importance in the late-Modern Era as it is.

jwill
Jan 26, 2003, 01:46 PM
Originally posted by easy
Something I want that so far no one has mentioned is actual unit construction like in Alpha Centauri. Techs would give abilities and advancements. Start off with warriors (foot soldiers) get spears, shields, swords, bows, body armor, horses, motorized transport, tracked vehicles, so on... This would mean that all the ideas for new units could be side stepped because they could be built.

This would be a really good idea. You research the gun, for example, then you make a foot unit with a gun in hand. Heck, if you thought even more, you could make some unit with two handguns! You could make a tank with machine guns too. It would be cool. :crazyeye:

The American Minuteman would be good too; I was thinking of making them faster, but less sheilds to produce works as well. The British could have their Redcoat (if there was anything special about them).

DiamondzAndGunz
Jan 26, 2003, 06:12 PM
There was the idea being tossed around in the general discussion forum of having a minuteman be a draftable riflemen unit for the americans, that didn't cause any unhappiness. That would be cool, but I still don't really think a minuteman would be the best for the job, as the GA doesn't really fit.

For the americans, a special forces type unit I'd think would be best, replacing the Marine, or perhaps the paratrooper. That would probably be an appropriatedly timed GA. This is the unit I'd like to see.

MinutiaeMan
Jan 29, 2003, 03:58 PM
The comment about a draft unit that doesn't cause unhappiness gave me an idea... what if (in a democratic country only) you were allowed to draft a defensive unit from a city, just like a normal unit -- but the drafted unit will only be in existence for a certain number of turns (maybe 5?). As a trade-off, the unhappiness factor would be reduced by half (or more).

This would probably require some changes to the hard-coding of the game, but would be a cool idea...

The reason I thought of it was because of the American Civil War, when President Lincoln issued the draft call, for only three months of service. People were plenty eager to join up at that point, but when the Union needed more troops for a longer term of service, people started getting unhappy.

Also, what about reducing unhappiness due to the draft in a country fighting a defensive war? In World War II, there wasn't nearly the resistance to the draft (as far as I'm aware, historically) as compared to the Vietnam War.

ejday
Jan 29, 2003, 04:39 PM
Originally posted by MinutiaeMan
...draft a defensive unit from a city, just like a normal unit -- but the drafted unit will only be in existence for a certain number of turns (maybe 5?). As a trade-off, the unhappiness factor would be reduced by half (or more).

This would probably require some changes to the hard-coding of the game, but would be a cool idea...
Very cool idea. You know, Civ3 was built on the ideas of fans. If Civ4 becomes a possibility, this is an idea I'd submit for consideration.

...Also like the minefield idea (a couple posts up). Heck, I'd like minefields for ground areas, as well. Have to wait for the editor to see what can be done.

ejday
Jan 29, 2003, 04:58 PM
Originally posted by MajorFallout
How about these units:
Engineer worker - for building specialist buildings, motorways, bridges etc. This unit could be upgraded from a normal worker to this specialist unit for a small fee.

Workers could build a new type of road; a motorway/freeway - allows movement to be doubled.

Good ideas. I'd been tossing around similar ideas myself. Thoughts on workers' tasks:
Superhighways: A middle of the road road? Double the move value. Like it. Don't know if it's possible... we'd actually have to have an editor to find that out.
Terraforming: The ability lost from Civ2 should be reestablished. We have limited terraforming (forests and jungle to grasslands/plains), but I don't know enough about the game engine to know if we can chop mountains to hills or not (and desert to plains, etc.). We know the game can do it when pollution goes nuts, so that might be a good sign we could do it too. Again, we'll have to wait for the next life when we have an editor to find out...
Engineers: A two-move worker. More expensive, but with enough of them, you could conceivably build a road to a distant resource in a few turns (or one turn) as opposed to twenty freaking turns while your population goes nuts because their only luxury belly-button lint.
Dredging and landfills: How, I wonder, if terraforming is possible, could we build lakes or dredge bays so a city with no sea access could get access? Would a city be dynamically refreshed? IE: would the engine recognize the city now had water and make sea-related improvements available? How about the opposite? Too much sea? Between dikes and landfills, we've taken space back from the sea: could we have engineers fill in sea squares to make new land?
Atlantis: Civ:CTP had sea and space cities. That was cool. Is it a possibility with the Civ3 engine?

jwill
Jan 29, 2003, 08:10 PM
Terraforming would be great to add. I'd like Replacable Parts to speed up production in cities, and having a separate worker for every age - each one working faster and more effiecently than the previous one.

DiamondzAndGunz
Jan 29, 2003, 08:26 PM
Originally posted by ejday


Engineers: A two-move worker. More expensive, but with enough of them, you could conceivably build a road to a distant resource in a few turns (or one turn) as opposed to twenty freaking turns while your population goes nuts because their only luxury belly-button lint.


I had an engineer unit in my game for a while. It replaced the settler/worker, and cost as many shields as a settler, but only 1 pop point. It had 3 movement, and could perform all worker functions/settle a city. It came with motorized transportation (had all these cool little truck animations n such), and i also flagged motorized transportation to increase worker speed, so it worked twice as fast. They came in very handy. It was based on the engineer unit from the Unit Library.

Yes, they really should have an engineer unit, that also gives some extras. The ability to terraform, quickly build roads/railroads, and anything else which you'd desire... Filling in/creating sea squares would be great, since sometimes you find yourself with a great spot, but it's 1 space away from coast... They could also be used to lay land mines, for example, or even sea mines. Possibilities are endless... ;)

dcaint
Jan 29, 2003, 09:15 PM
Well, if we're going to go there.....

Why not Combat Engineers? Comes with Motorized Transportation, has all of the attributes you described, but also has an A/D factor. Could even be a UU for America or Germany (think SeaBees). Usable in combat zones to fill in the road spaces to new targets- probably should only be able to lay roads and build airstrips, not establish cities or colonies. Probably could also lay the minefields we've all been clamoring for.

Actually, that should probably not cost a pop point either, since they cannot be used to relocate a population.

By the way, on the minefield thing- why not make it a terrain improvement? Has same effect on a unit crossing the square as passing a fortified armor unit does in the current game, but renders square unusable for production for nearby cities. Only way to clear mines will be to send Engineers in to clear it, just like pollution. That way the player cannot just surround cities with mines and sit back- they must be managed or they wreak chaos on your own population (sound realistic?).

Boy, Civ4 is gonna need, like, 5 gig of free disk space just to hold all the nifty new units we're coming up with!

elpadrino87
Jan 30, 2003, 07:39 PM
ejday mentioned dredge bays and such, which would definitely be cool. It made me think of something that definitely should be in Civ IV. You know how rivers travel along the border of tiles? I really think we should be able to transport stuff along it, like luxuries, resources, and mabye even units since things like this did and still does happen. Or at least have workers (or engineers) be able to build canals. It would be really useful if sea units could have canals to travel from one side of a continent to another, like the Panama or Suez. It can be pretty frustrating when you realize that you can't create a connection between two bodies of water with a city, since they can't be placed next to each other.

On a slightly different note, does anyone think that maybe there should be an upkeep (not large, just a small one) for roads or at least rails? Maybe pay for roads or rails that are outside of the radius of cities, guessing 1gpt for 5-10 tiles of road. This would definitely make the players as well as the AI rethink how they are going to place their roads. Only an idea, not entirely a suggestion, just throwing it out there.

DiamondzAndGunz
Jan 30, 2003, 07:53 PM
Originally posted by elpadrino87
On a slightly different note, does anyone think that maybe there should be an upkeep (not large, just a small one) for roads or at least rails? Maybe pay for roads or rails that are outside of the radius of cities, guessing 1gpt for 5-10 tiles of road. This would definitely make the players as well as the AI rethink how they are going to place their roads. Only an idea, not entirely a suggestion, just throwing it out there.

I would honestly hate that. It would make sense, yes, since you have to pay for city improvements. But they probably had their reasons for not making you pay for roads. They are, after all, there to help GENERATE income, not eat it away. Yes, seeing everything covered in roads/rails can be wierd, but it's just a game... not real life. I can probably imagine that the roads create enough trade to pay for themselves, so there is no upkeep.

Here's something that I just thought of, that might be a little less harsh than charging for every road, or group of roads. There could, instead, be a charge for roads that are not in a city radius or necessary for a trade route/resource connection. Those are, essentially, excess roads, and you could probably do without 'em. Plant a forest in the square ;).

elpadrino87
Jan 30, 2003, 08:00 PM
yeah, that's pretty much all i think there should be. Anyways, I've seen in a lot of threads with people posting that the game could be made more realistic, but Infrogames has a reason to not do so. It could certainly affect the way the game is played compared to the way that people find it the most enjoyable and manageable. otherwise, how would they sell a game thats all about accuracy but not much like a GAME.

jwill
Jan 30, 2003, 09:54 PM
Well, seemingly, keeping the aspects of a game and realistic aspects is a hard thing to balance, but this game is seemingly supposed to be accurate historically. It achieves that goal to an extent. First of all, units should look different depending on the culture of the civilization - that would seem better. Civilizations should be able to have more than one unique unit - for example, the Americans should get minutemen and F-15s, and the British should get redcoats and Men-o-War. Civilizations should also be able to get more than two specialties - the Americans should be scientific as well - a lot of inventions were made by American people. Romans should be industrious as well - they did have very good road systems. There's my two cents.

Inventor_of_Mac
Feb 01, 2003, 05:52 AM
Originally posted by MajorFallout
Oops, forgot this major tweak to the units thing....

Leaders
Replace their function with just hurrying wonders, and helping with population unrest. Maybe even to help mobilize the population to increase production in a city.

Armies
With the advent of the Military Academy, there could be an off-shoot unit from that tech with the ability to create armies, eg. 1 army 'General' unit per 4-5 cities in your empire, with a max of say 6-8 armies in all. I think this unit would take a long time to create, as in real life it takes to produce a experienced/career General, eg. the same amount as a battleship. So that it is not really unfair to other civs.
Also, increase the number of units that can go into an army, to 5 or 6.

it could be nice if u could load armies into armies !!
:lol: :lol: :lol: :rotfl: :lol: :lol: :lol:

nmcul
Feb 01, 2003, 11:48 AM
Something tells me that we all will be SEVERELY dissapointed with the limitations of the 1.21 editor when it comes out (which at this rate will be the week after that watchamacalem cult proves that they cloned a human).

jwill
Feb 01, 2003, 06:08 PM
Well, I'm not too sure about being disappointed. As long as it allows map creation and the creation of new units, Ill be satisfied.

DiamondzAndGunz
Feb 01, 2003, 06:56 PM
Originally posted by jwill
As long as it allows map creation and the creation of new units, Ill be satisfied.

Yes, you'll be able to create maps. But the PC 1.21 editor was not able to create units, I believe. The 1.29 patch was the first one where units could be added, IIRC.

jwill
Feb 01, 2003, 08:48 PM
Well, creating maps works for me too. I'd like to put all the resources in a place so that I don't have to destroy somebody for it.

DiamondzAndGunz
Feb 01, 2003, 08:54 PM
Originally posted by jwill
I'd like to put all the resources in a place so that I don't have to destroy somebody for it.

Awe, comon! Destroying someone is the best part! ;)

I seriously hope, though, that the next patch isn't too far off. Adding new units/resources is something I've been waiting for for a while. Although I can do that using the PC editor, it's really slow in VPC (as mentioned before). That's also the patch, I believe, that allows new civs w/ custom Foreign Advisor leaderheads. I've added a couple civs to my game, and it always crashes if they're on the Foreign Advisor screen, because those are hardcoded till 1.29.

jwill
Feb 01, 2003, 10:32 PM
I know gettin rid of them is good, but sometimes, when you're trying to fix your economy instead of your military, it gets annoying.

Inventor_of_Mac
Feb 02, 2003, 01:32 AM
WHEN IS THE EDITOR GOING TO BE OUT???? :wallbash:

neoruski
Feb 02, 2003, 05:24 PM
They must replace the cossack with a decent unit. Am I the only Russian on here. Please is the only thing they can think of a cossack. At least they should have made the Russian UU the T34 at least. The best would be a REAL nuke. It is kind of dumb that they stay with nuclear fission with tatical nukes and ICBMs, when instead it should be nuclear FUSION which is 1000 fold more powerfull.

dixonbm
Feb 02, 2003, 07:06 PM
Many of you have mentioned an engineer. What about a unit (engineer) that could build bridges/underground tunnels whether it be to connect two continents separated by one or two squares of water or to cross a lake.

In the real world we see this both in New Orleans and the bridge connecting Denmark and Sweden.

Thoughts or comments?

jwill
Feb 02, 2003, 09:03 PM
Originally posted by dixonbm
Many of you have mentioned an engineer. What about a unit (engineer) that could build bridges/underground tunnels whether it be to connect two continents separated by one or two squares of water or to cross a lake.

In the real world we see this both in New Orleans and the bridge connecting Denmark and Sweden.


That would be perfect. Even though airports have the "airdrop" feature which is most likely faster than anything else, that would be cool too.

Inventor_of_Mac
Feb 03, 2003, 02:36 AM
"ghosts" would be nice,ever played starcraft?yea,ghosts,just like that,so that they could "cloack" and ot seen by the enemy,only visible for SAM batteries(or how r they called?)

Inventor_of_Mac
Feb 03, 2003, 02:39 AM
Originally posted by Inventor_of_Mac
"ghosts" would be nice,ever played starcraft?yea,ghosts,just like that,so that they could "cloack" and ot seen by the enemy,only visible for SAM batteries(or how r they called?)
oh yes,im good,and so that they could,when cloaked and close enough to the enemy,"call" cruise missiles and tactical nukes(spelling?)to the enemy!!!

Inventor_of_Mac
Feb 03, 2003, 02:43 AM
Originally posted by Inventor_of_Mac

oh yes,im good,and so that they could,when cloaked and close enough to the enemy,"call" cruise missiles and tactical nukes(spelling?)to the enemy!!!
O,maybe u should call them"nukers",or "nuke speciallists" :love:
That unit would RULE!:goodjob:
too bad we dont have it!:cry:



:nuke: :nuke: :nuke: :nuke: :nuke: :nuke: :nuke:

Inventor_of_Mac
Feb 03, 2003, 02:45 AM
wut u think?ill post a poll on who wanna have that unit!

Inventor_of_Mac
Feb 07, 2003, 01:45 PM
Originally posted by neoruski
They must replace the cossack with a decent unit. Am I the only Russian on here. Please is the only thing they can think of a cossack. At least they should have made the Russian UU the T34 at least. The best would be a REAL nuke. It is kind of dumb that they stay with nuclear fission with tatical nukes and ICBMs, when instead it should be nuclear FUSION which is 1000 fold more powerfull.
net,ti tut ne edinstvenni russki chelovek,kak ti eto uze znaesh!