Patroklos
Deity
- Joined
- Feb 25, 2003
- Messages
- 12,721
Hey all,
Have some ideas for some unique units, wanted to run them by everyone to see what you think, and to see if my game theory stands up to scrutiny.
These units are to be part of my WWII Europe scenario:
Resistance:
Meant to be a unit that can be used to quietly subvert the enemy. It is an invisible non flaged (like the privateer) land unit that has very low attack and defence, but high movement. Its purpose is to sabotage through the pillage comand enemy improvements. All civs can build it. The idea for the mod is that when a civ is defeated but not conquered it can build these cheap (will be cheap) units to contine the attack by other means. Or a non defeated civ can land them into enemy territory, in this case simulating that side organizing and supporting risistance in occupied territory. Defender will not know who to blame, the defeated (I am thinking of a Vichy France scenario here) or undefeated player since the unit is not flagged.
SAS:
A unit that will be unique to the British. It will be an invisible so it can infiltrate and have the paradrop ability to get there fast, with a healthy movement. The atrack and defence will be negligable, only enough to hold their own against a Gestapo unit (who can call a real military unit in to kill the SAS). Its main weapon will be a withering bombard that can destroy any impovement or even miltary unit in one shot, simulating sabotage. Can also destroy ships off the coast. Should be a powerful unit if bombarding invisible units stay undeteced (see thread on that topic) since the enemy won't know where the bombard came from and will have to manuelly search surrounding squares. Very expensive.
Gestapo:
Special unit used to counter resistance fighters and SAS operations. Basically a unit with no attack or defence (like a settler it just dies when attacked) but can see invisible units and has a healthy movement rate. Very expensive.
NKVD:
The predessessor of the KGB, performs the same function of the Gestapo unit only for the Soviet side. Same stats and very expensive. Would like to add some other sutable ability, any ideas?
Slave Labor:
In my scenario, certain cities have a unique resorce called "Jewish Population Center" represented by a small Star of David. The scenario has three small wonders for the German side, concentration camps, that can be built in these cities (it requires the resource). It looks like C3C will allow units to be linked to wonders for building. The Slave Labor unit is a very cheap worker that can be built at these sites (normal workers are very expensive units in the scenario). The idea for the game is that the cities that have these wonders will find their populations quicky depleted, and since the unit will not have the join city option, when you can't afford their upkeep they have to he disbanded, the referance bieng obvious.
Forced Labor:
The same idea as the Slave Labor, only with a Soviet twist. The soviets will start with their three small wonders, Labor Camps, on the Eastern periphery of the map. These work the same way, only do have the join city option. Represents the ability of the soviets to use dissident labor.
What do you all think?
Have some ideas for some unique units, wanted to run them by everyone to see what you think, and to see if my game theory stands up to scrutiny.
These units are to be part of my WWII Europe scenario:
Resistance:
Meant to be a unit that can be used to quietly subvert the enemy. It is an invisible non flaged (like the privateer) land unit that has very low attack and defence, but high movement. Its purpose is to sabotage through the pillage comand enemy improvements. All civs can build it. The idea for the mod is that when a civ is defeated but not conquered it can build these cheap (will be cheap) units to contine the attack by other means. Or a non defeated civ can land them into enemy territory, in this case simulating that side organizing and supporting risistance in occupied territory. Defender will not know who to blame, the defeated (I am thinking of a Vichy France scenario here) or undefeated player since the unit is not flagged.
SAS:
A unit that will be unique to the British. It will be an invisible so it can infiltrate and have the paradrop ability to get there fast, with a healthy movement. The atrack and defence will be negligable, only enough to hold their own against a Gestapo unit (who can call a real military unit in to kill the SAS). Its main weapon will be a withering bombard that can destroy any impovement or even miltary unit in one shot, simulating sabotage. Can also destroy ships off the coast. Should be a powerful unit if bombarding invisible units stay undeteced (see thread on that topic) since the enemy won't know where the bombard came from and will have to manuelly search surrounding squares. Very expensive.
Gestapo:
Special unit used to counter resistance fighters and SAS operations. Basically a unit with no attack or defence (like a settler it just dies when attacked) but can see invisible units and has a healthy movement rate. Very expensive.
NKVD:
The predessessor of the KGB, performs the same function of the Gestapo unit only for the Soviet side. Same stats and very expensive. Would like to add some other sutable ability, any ideas?
Slave Labor:
In my scenario, certain cities have a unique resorce called "Jewish Population Center" represented by a small Star of David. The scenario has three small wonders for the German side, concentration camps, that can be built in these cities (it requires the resource). It looks like C3C will allow units to be linked to wonders for building. The Slave Labor unit is a very cheap worker that can be built at these sites (normal workers are very expensive units in the scenario). The idea for the game is that the cities that have these wonders will find their populations quicky depleted, and since the unit will not have the join city option, when you can't afford their upkeep they have to he disbanded, the referance bieng obvious.
Forced Labor:
The same idea as the Slave Labor, only with a Soviet twist. The soviets will start with their three small wonders, Labor Camps, on the Eastern periphery of the map. These work the same way, only do have the join city option. Represents the ability of the soviets to use dissident labor.
What do you all think?