Thunderbrd
C2C War Dog
I don't think its a bad idea to have specialists ALSO for anti-property purposes. As a suggestion, I think the Crime Fighting specialists should be called 'Detectives'.
What if you can build specialists?
It's not in the dll... its in the python display for the cities that we are limited. DH is working on that and we've all been greatly anticipating the release of our limitations on the # of specialists we can include! I've got faith in him though
I don't know. If we had anti-flammability units I would pick new units, not scouts.
Please don't make even more units that you need in your cities to deal with the properties. It's just getting annoying and not funny any more... Could you make Guards, Ecologists, Healers etc able to settle down as specialists (once this limit is broken)? This would make unit management much easier.
I like this idea - I am also finding unit management becoming a chore because of all these units you need to leave in your city.
I was more thinking of a system like this:
You build units, like Guards.
These could be moved around, since they were normal units.
If you want to, they can be settled down as a specialist (like GP).
The settled down specialist would cost the same and had the same effect (no idea how to deal with the promotions) as the units: They reduce crime (or Pollution or Disease or Flameabilty) but cost gold.
You don't need to "sacrifice" your pop for this (however, you could do, if you want to), it's more an idea to get rid of the 50 units per city that actually never move.
I am in the modern era and having to build lots of units to combat disease, crime, pollution etc. Being able to convert a specialist unit to a city specialist seems a good idea.