unique units and unique buildings

davidlallen

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Any suggestions for unique units and unique buildings for the existing leaders? Or ideas we could fit onto a new leader personality?

In another thread, jabie gave a cool idea for a UU for Max -- Hell's Angel, a biker who starts with Offroad Driving.

I had a few thoughts for UU/UB but nothing concrete. I was thinking of a slaver, a weapons dealer, a religious fanatic. I'd need a set of 18 UU so that every LH had one. Maybe we could repeat a few.
 
It's probably easiest to come up with UUs when we have some kind of personality for the LHs. Off hand:

* Blaze Setter - Jeep with city raider bonus.
* New Frontiersman. If you give Settlers and workers Str 4 (after all, Settlers and Workers are survivors too...), then you could have one LH with Str 6 Settlers and Workers and +25% against barbarians.
* Nest of Vipers. - Machine gunner with Drill promotion for free. For Protective/Organised Leader.
* Medicine Man. - Guardian with Medic I. For spiritual.
* Harbinger of Chaos - Anti Tank that causes colleteral damage when attacking.
* Repeater Crossbow - Crossbow Unit with +1 str.
* Night Runner. Ute with +1 Move. Image should be a Black Ute with "Go faster" flames on sides.
* Mutant - Survivor with random Mutation. See FfH from for more details.
 
Overall - while i miss UU and UB myself when playing - i woudl say it is a bit early - I.E. for UB - there need to be more regular Units and i.e. buildings to build upon first.

Nothing wrong with collecting ideas tho :)

I was thinking a slaver as a "regular" unit for civs running slaverey. Had no time to think it through yet.
(In short: It would create a "Slave" unit after winning combat. A Slave unit would be a "Disposable Worker" who can finish a plot improvement instantaneously, but is consumed in process. Or alternatively bringing a Slave in a city and using him there might give some hammers to the city (i think half of normal whip rate might be good) while consuming the slave)
 
I never liked the concept of civ specific UUs, but what about having a set of UUs available to everyone, but you can only have one or two, lets say depending on new civic options? (like having some "specialize" columns for warfare, trade, etc.?
I know it is a whole new concept, so, discuss ;)
 
Hm, civic-specific units? I like the idea of a slaver only available when you are running slavery. I have seen slaver units in other mods, but I think they are UU. I don't see any handy tags to restrict a unit to a civic, or restrict a building to a civic and then restrict the unit to the building. I am sure it is possible with python. If we get some good ideas for civic-specific units I will put it onto the to-do list.
 
Might I suggest to reduce the number of civs for a start, to make the creation/selection of UU's a bit easier? Perhaps combine the leaders for a few of the civilizations? Simpler makes it easier to design, and you can always add more in later...
 
Sez's idea is good for this mod.

Here's some civic/unique unit ideas:

One that could make you friendly with the punks, and with it you could build some cheap punk alternative units. The civic could be called Satanism or something (the punks religion ;)) and it could have unhappy/riot effects to make the civic less powerful. Or perhaps a "psychotic" effect on your population (in game turns, decreasing your research output).

A salvaging-type civic that could give you a cheaper tank unique unit.

Some sort of inhuman radiation treatment civic which would let you build mutated humans and animals to fight for you. These creatures could be extra fast, and get first strikes perhaps.

A civic that boosts research could give you a specialised fanatic unit who believes that the apocalypse will help humanity evolve to the next level, and is intent on wiping out all the inferior minds so that the most intelligent humans can construct a better civilisation than before the apocalypse. He would use a high tech weapon, maybe the SEAL's gun.
 
How about inverting the way National Wonders are usually done? This would reflect that with finite resources, certain things are possible only after a big project is committed too and finished.

Let's say the first economic civic you can have up from 'Subsistence Scaveaging" would be Barter. After 'Currency' is recreated, the National Wonder (NW) "The Mint" is creatable. After the creation of that, you can then build banks. I mean, if you don't have a place to make money, why build banks? You can't just say, "Well they'd just use old money" Backed up by what? Having "the Mint" shows that the building Civ has gone through the process to figure out what to tie what to their currency (like water in the movie "Tank Girl") to make people accept it.

So maybe after the slavery civic is created, you build a NW on the order of a Roman Slave Forum (sorry can't seem to find a name for a historical big slave center) and that enables you to build local slave pits/pen and perhaps these pits can allow the creation of slavers.

I think by using NW in reverse, would slow the 'release' of different buildings and those units associated with those buildings. I know that technically the research that goes into a tech is supposed to represent some of the money/effort to create the infra-structure, but knowing how to do something and being ABLE to do it is another. As an ex-military intel type, let me say it's 'easy' to make mustard gas; it's VERY hard to weaponize it. So maybe the NW "NBC lab" is needed before any sort of chemical weapons can be made since the NW represents the one place that creates the specialty tools or specialist needed to be dispersed around the new Civ.
 
Did a google for steampunk tank and found this:

http://forums.civfanatics.com/showthread.php?p=3598077

This just goes to show that you might be able to take old tanks that you might find on display at old armorys or museums and convert them to steam since using coal/wood would be easier at first then relearning how to build oil wells and how to refine the oil.


Anyway, this would give Civ's with access to coal or lumbermills a way to have vehicles without oil or bio-diesel.
 
I've been on a Zombie kick of late, especially since reading the book, "World War Z: Oral History of the Zombie Wars" - http://www.powells.com/biblio/1-9780307346612-5

I was thinking that as the world collapsed due to the affects of global warming, war, famine and the like, perhaps the 'solarium' virus that creates these zombies was a mutated bio-weapon.

So you could have zombies as 'barbarian' unit. They'd be slow, easy to kill, but they'd have the 'contagion' promotion from FfH so if they kill a unit, that unit becomes a zombie.

I'm thinking (and I don't know if you could do this) is maybe have this type of barbarian be able to spawn anywhere, regardless of Civ boundaries. Investigating goody huts might spawn zombies. You could have events where you have a zombie plague outbreak! If possible, zombies could 'pillage' towns and instead of generating gold, they generate more zombies.
 
So you could have zombies as 'barbarian' unit. They'd be slow, easy to kill, but they'd have the 'contagion' promotion from FfH so if they kill a unit, that unit becomes a zombie.

Did you know, you have exactly described the NecroCristi mod? You should check it out.
 
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