JaGarLo
Settler
There you go some suggestions related to units and combat...
1. About supplies
There is already a ''Supply'' factor that you can see in the military overview. It depends on population (I believe) At the early game, building a considerable army can make you run out of supplies. When that happens, production decreases up to 70%.
However, at the mid and late game, we have more than enough to build lots of units. Supplies doesn't seem to matter anymore. We can defend our empires against the enemy while attacking another civilization.
That's why I would decrease the supply we can get at the mid and late game. The idea is to keep those units as important as they were at the first turns of the game and avoid missile spamming and carpets of doom. However, I'm not saying to have barely enough units to defend ourselves. Simply make attacking more risky, as we have less to defend our cities.
In addition we could gain more supplies by building defensive buildings. That would make those buildings more important, instead of ''I'll build them only if the give me happiness''. We could gain additional supplies by cutting forests as well. And we could even trade supplies with other civilizations.
The Supply factor is something that should be expanded. There are lots of opportunities with it.
2. Recruitment
What about bringing back recruitment? If I remember correctly, there was a civic in Civ4 that would lets build units with population instead of production.
We could unlock that by researching Military Science. In cities that has 6 or more population, we could get more units by sacrifising population. By doing this, happiness decreases by 3 (and maybe more if we take too much population). You can recruit 1 units each turn.
These happiness penalties would decrease as time passes without recruitment.
In order to prevent having a mega-army with massive recruitment, these units would be ''not professional''. They don't gain XP with barracks, armories, etc. and they start at level 0. This level 0 gives -15% Strength until you gain enough XP to get in level 1, in which this penalty is removed and you can start getting promotions.
More to come when I get the inspiration. If you like or don't like my ideas, don't hesistate to explain why.
1. About supplies
There is already a ''Supply'' factor that you can see in the military overview. It depends on population (I believe) At the early game, building a considerable army can make you run out of supplies. When that happens, production decreases up to 70%.
However, at the mid and late game, we have more than enough to build lots of units. Supplies doesn't seem to matter anymore. We can defend our empires against the enemy while attacking another civilization.
That's why I would decrease the supply we can get at the mid and late game. The idea is to keep those units as important as they were at the first turns of the game and avoid missile spamming and carpets of doom. However, I'm not saying to have barely enough units to defend ourselves. Simply make attacking more risky, as we have less to defend our cities.
In addition we could gain more supplies by building defensive buildings. That would make those buildings more important, instead of ''I'll build them only if the give me happiness''. We could gain additional supplies by cutting forests as well. And we could even trade supplies with other civilizations.
The Supply factor is something that should be expanded. There are lots of opportunities with it.
2. Recruitment
What about bringing back recruitment? If I remember correctly, there was a civic in Civ4 that would lets build units with population instead of production.
We could unlock that by researching Military Science. In cities that has 6 or more population, we could get more units by sacrifising population. By doing this, happiness decreases by 3 (and maybe more if we take too much population). You can recruit 1 units each turn.
These happiness penalties would decrease as time passes without recruitment.
In order to prevent having a mega-army with massive recruitment, these units would be ''not professional''. They don't gain XP with barracks, armories, etc. and they start at level 0. This level 0 gives -15% Strength until you gain enough XP to get in level 1, in which this penalty is removed and you can start getting promotions.
More to come when I get the inspiration. If you like or don't like my ideas, don't hesistate to explain why.