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#1 |
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King
Join Date: Dec 2005
Location: Lithuania
Posts: 929
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Mechanics of Unique Units
Most of us enjoy UU due to flavor and diversity and strategical possibilities and what not. However, current UU mechanics are flawed badly. This thread is meant to discuss alternatives. Purely for fun of course, I'm pretty sure such important mechanics for civ5 are already decided.
Spoiler:
How would you change UU mechanics to address this problem? Is that possible at all, considering that we want a nice gameplay too? p.s. sorry for my poor English. ====== Suggestions so far: 1. Force the starting location close to appropriate resource. 2. Several different UU for each civ, unlocked by having appropriate resources, adopting civics, etc.
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Civilization VI: with warlocks and dragons Last edited by CornPlanter; Mar 07, 2010 at 05:58 AM. |
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#2 |
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Deity
Join Date: Feb 2004
Posts: 3,362
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Perhaps they were meant to ride for the same reason they were aggressive to the extreme - genetic composition. Too bad no horses were around for them...
I have to say I like some hard-wiring when it comes to civs. What's the point of having different civs if they all are the same? If the Mongols didn't have any early wars - why would they still turn out to be an aggressive civ? |
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#3 |
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Chieftain
Join Date: Jun 2008
Posts: 12
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The most obvious solution for me would be to force the starting location of Mongols near the horses (or place horses near Mongolian starting location - whichever is made first in map generating script).
The same way would be with Vikings forced to start near the sea and maybe even Egyptians to start near the desert and give them of course some bonuses related to deserts. The question is: wouldn't this make every game somehow predictable and boring? |
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#4 |
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Chieftain
Join Date: Jan 2006
Posts: 73
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The Germans in WW2 lacked the resources to fully utilise their superior tank designs and doctrine (limited steel production, oil shortages) and lost the war against the greater numbers of T34s and Shermans. However, if one considers the reasons behind their insistence on quality vs quantity and on amassing the tanks in spearhead divisions instead of distributing them evenly all over the front, the scarcity of resources is the reason.
So your logic dooesn't apply in every case, though in the case of the Mongols it does. Of all strategic resources in the game, the ones that have historically denied some civs the access to specific weapons technologies are horses and elephants. Copper and iron are too widespread to actually be circumvented in weapons technology. Aluminum and oil have affected war by scarcity, but they have not prevented the spreading of weapons technologies. Uranium is more a matter of industrial facilities to refine it rather than raw availability. Most UUs anyway do not originate from a specific resource, but from a specific social characteristic of it's civilisation. The hoplite f.e. isn't created by the abundance of iron, but due to the availability of free citizen-warriors who fight as equals (and a terrain that favors infantry of course). A good way to implement what you want is have each civ have a couple of UUs and have one of them appear in the game, depending on: Terrain: Sum up the types of terrain inside the fat crosses (fat circles) of the capital and the next 2 most culture heavy cities and decide according to the percentage of sea(naval), flat(mounted), rough(infantry) and forest(ranged). Civics: Specific UUs like hoplites, legions, frigates, can appear only with democratic civics and others (samurai, keshiks, war chariots) can appear only with traditional or despotic civics. If the condition is not satisfied, the alternative UU appears instead. War: If one UU is ancient and the other more modern, have the ancient one appear only if a certain percentage of turns before the unit's advent have been in wartime. This way, if you are not a warmonger, the later unit may be more useful. |
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#5 |
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Manet
Join Date: Oct 2005
Posts: 273
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I really like the idea of unique units being tied to the "civics path" you choose, i.e. hoplites being tied to one path and samurai or knights being tied to the "traditional" path. It would be interesting if instead of every civ getting knights if they had horses, iron, horseback riding, and guilds, you had to have the appropriate resources and technology, and have reached the right level on the "monarchy" or "feudalism/indirect rule" path. If you chose the "republican path" maybe you'd get heavy infantry, like Swiss pikemen, instead.
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#6 |
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Chieftain
Join Date: Feb 2010
Posts: 58
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I would like to see more UUs per Civ and more powerful UUs. I find that no matter which Civ I choose, combat feels the same. I think the UUs shouldn't be just replacements for existing units. They should be a completely separate class of unit. Perhaps they could be almost a hero type unit. When you build a UU it should be something that others fear above all other units.
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#7 |
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Say No 2 Net Validations
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If i'm not wrong, nowhere is said, that UU will exist in Civ5...
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#8 | ||
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General Guy
Join Date: Oct 2008
Location: Los Angeles
Posts: 5,527
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Quote:
Quote:
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#9 |
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Conquistador
Join Date: Apr 2006
Location: California, United States
Posts: 1,607
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The key is to have several UUs per civ but they're only available if you have certain policies/practices/religion/resources/military tradition. For example, taking England. If you've fought in a lot of religious wars, you can recruit Knights Templar. If you know Archery and have a feudal government, you can build Longbowmen. If you have a lot of city-states, you can recruit native scouts to ally with your forces. If you invest in espionage over time, you can train MI6 agents. What you do opens up unique units over time.
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Check out Glory and Greatness, a new mod for Civ IV! You'll be glad you did. |
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#10 |
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Emperor
Join Date: Dec 2005
Posts: 1,035
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The little Civilization-inspired RTS-gem "Rise of Nations" actually had multiple unique units for each civ. It even went so far as to invent modern unique units for civs like Inca and Babylon.
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#11 |
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King
Join Date: Dec 2005
Location: Lithuania
Posts: 929
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@ axi: I like your ideas
Besides, iron and copper were important. It was all about quantities. I.e. Lithuania couldn't even dream about full plate armor and stuff. Like their nemesis Livonian order had.
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Civilization VI: with warlocks and dragons |
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#12 | |
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Chieftain
Join Date: Jan 2006
Posts: 73
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Quote:
Of course my knowledge of the area is minimal, since I'm from the south of Europe. So correct me if I'm wrong. |
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#13 | |
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Chieftain
Join Date: Feb 2010
Posts: 58
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Quote:
Also, perhaps some Civs should have UUs for the purpose of espionage (MI6), or some for trade (caravans), or some for engineering or diplomacy. That way each Civ becomes a bit more unique as well. So, maybe Britain has spies and the Spanish don't, but the Spanish have explorers where the British don't. |
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