Thanks, y'all!
@Pfeffersack
One way to psydoupgrade the army units in RAR could be to make the Military Academy obsolete, when an new Army unit becomes available (say "Army II"). In order to get "Army II" you need to (re)build the Military Academy as "Military Academy II". The "Military Academy II" then gives you an "Army II" unit every 15th turn or so.
The "Great Leader" should then not have the Build army checked. The only way to get an Army unit would be through a Military Academy with training and some patience
This would take out some of the Human Players advantages of being able to load and use the Army in the most optimal way.
Otherwise the "Great Leader" created army should have the transport only foot units check. The rational would be that you get proper armies from training at a Military Academy. Also an army is only powerful at the time it is created, not at some point in the future, hence giving a rational for not making the infield army unit upgradeable.
@Camber
Did some tests. If you upgrade the army unit to another better army unit, the units dont get freed. Also you need city capacity for an additional army (Say 2 cities pr army, you have one army, then you need 4 cities to upgrade).
The transport only foot units is a really interesting option to use. This way you could make the ordinary Army less powerful by checking the transport only foot units. The Human Player could then make (relatively) weaker armies since foot units generally are weaker. No more 3 Chinese Rider army 6/4/4 blitz rampage!!!
Who did you get Prophet to work? It seems like, if you make the army unit upgradeable and you civilization cant build that unit, the Military Academy does not allow you to build any armies at all. You get a similar effect, if you have more than one Army unit. How were you able to build it?
General findings:
If only the Human Player is able to take advantage of upgrading the army, then the option shouldnt be used. I played around with the editor a bit and found some interesting aspects of the Army units itself (please let me know if this is going off topic. Check my post count to see what I mean
).
The army keeps the following abilities, if you give them to the army unit itself:
- Bombardment (fire from heaven)
- All terrain as roads
- Ignore moment of xxx terrain
- Stealth (Shadow armies
)
- Airdrop (teleporting armies
)
- Workers actions (or at least Build roads)
Things I couldnt get to work:
- Enslave (it seems like the unit ability that takes places after a battle cannot work on an army unit)
- Invisibility
This way, you could create a lot of different army type units as either flavour or unique units.
All this came from player Drifts Master of Myrron mod (version beta2). The mod is very good, work through indeed. But I missed my favourite Master of Magic unit: the hero/champion. By the above you should be able to make a Summon Hero small wonder that gives a hero every 10th turn. By mixing the above abilities you can give each wizard a unique hero (warlords with high capacity, magic users with a hit point penalty but bombardment/spells, rangers that ignore forest moment, dragons that fly/all terrain as roads).